[hlcoders] weapon prediction issue
Hello, I am having the issue of a weapon being fired multiple times on client side when there is a lag between client and server (net_fakelag 100). This is similar to the issue mentioned here : http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19271.html I've tried the suggested fix but it doesn't seem to help in my case. It only happens in the burst fire mode though, not otherwise. Below are the relevant functions. As you can see, even checking for IsFirstTimePredicted() doesn't solve the issue and the function is still called multiple times on client side as evident from the DevMsg() below. How do I go on about solving this issue? PS - I've also tried the fix mentioned here - http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19344.html, which indicates a bug with the SDK itself, but no help here too. Code : void MyWeapon::ItemPostFrame() { // Burstfire continues for 3 shots after we press fire if(cBurstShots) BurstFire(); else BaseClass::ItemPostFrame(); } void MyWeapon::BurstFire() { if (!m_iClip1) { cBurstShots = 0; return; } if (tNextBurst gpGlobals-curtime) return; #ifdef CLIENT_DLL if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif #ifdef CLIENT_DLL DevMsg(Time : %f cBurstShots : %d tNextBurst : %f\n, gpGlobals-curtime, cBurstShots, tNextBurst); #endif // making this NOT relative to curtime means it won't be totally cpu/tickrate dependent tNextBurst += info.m_tReloadChamber; --cBurstShots; Fire(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals-curtime + 0.1; WeaponSound( SINGLE ); DoMuzzleFlash(); } void MyWeapon::PrimaryAttack() { if (!fBurstMode) { Fire(); return; } cBurstShots = 3; tNextBurst = gpGlobals-curtime; SendWeaponAnim( ACT_VM_PRIMARYATTACK ); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] weapon prediction issue
The function being called multiple times is normal, that's how prediction testing works. Does the weapon actually end up in an incorrect state after firing multiple times? If not, this is likely to be a problem with the viewmodel entity rather than the weapon. Are you using predicted_viewmodel? On 12/07/2011 9:05, Priyadarshi Sharma wrote: Hello, I am having the issue of a weapon being fired multiple times on client side when there is a lag between client and server (net_fakelag 100). This is similar to the issue mentioned here : http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19271.html I've tried the suggested fix but it doesn't seem to help in my case. It only happens in the burst fire mode though, not otherwise. Below are the relevant functions. As you can see, even checking for IsFirstTimePredicted() doesn't solve the issue and the function is still called multiple times on client side as evident from the DevMsg() below. How do I go on about solving this issue? PS - I've also tried the fix mentioned here - http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19344.html, which indicates a bug with the SDK itself, but no help here too. Code : void MyWeapon::ItemPostFrame() { // Burstfire continues for 3 shots after we press fire if(cBurstShots) BurstFire(); else BaseClass::ItemPostFrame(); } void MyWeapon::BurstFire() { if (!m_iClip1) { cBurstShots = 0; return; } if (tNextBurst gpGlobals-curtime) return; #ifdef CLIENT_DLL if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif #ifdef CLIENT_DLL DevMsg(Time : %f cBurstShots : %d tNextBurst : %f\n, gpGlobals-curtime, cBurstShots, tNextBurst); #endif // making this NOT relative to curtime means it won't be totally cpu/tickrate dependent tNextBurst += info.m_tReloadChamber; --cBurstShots; Fire(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals-curtime + 0.1; WeaponSound( SINGLE ); DoMuzzleFlash(); } void MyWeapon::PrimaryAttack() { if (!fBurstMode) { Fire(); return; } cBurstShots = 3; tNextBurst = gpGlobals-curtime; SendWeaponAnim( ACT_VM_PRIMARYATTACK ); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] weapon prediction issue
Thanks for the input we'll look into it cheers -Original Message- From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Priyadarshi Sharma Sent: Tuesday, 12 July 2011 6:06 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] weapon prediction issue Hello, I am having the issue of a weapon being fired multiple times on client side when there is a lag between client and server (net_fakelag 100). This is similar to the issue mentioned here : http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19271.html I've tried the suggested fix but it doesn't seem to help in my case. It only happens in the burst fire mode though, not otherwise. Below are the relevant functions. As you can see, even checking for IsFirstTimePredicted() doesn't solve the issue and the function is still called multiple times on client side as evident from the DevMsg() below. How do I go on about solving this issue? PS - I've also tried the fix mentioned here - http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19344.html, which indicates a bug with the SDK itself, but no help here too. Code : void MyWeapon::ItemPostFrame() { // Burstfire continues for 3 shots after we press fire if(cBurstShots) BurstFire(); else BaseClass::ItemPostFrame(); } void MyWeapon::BurstFire() { if (!m_iClip1) { cBurstShots = 0; return; } if (tNextBurst gpGlobals-curtime) return; #ifdef CLIENT_DLL if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif #ifdef CLIENT_DLL DevMsg(Time : %f cBurstShots : %d tNextBurst : %f\n, gpGlobals-curtime, cBurstShots, tNextBurst); #endif // making this NOT relative to curtime means it won't be totally cpu/tickrate dependent tNextBurst += info.m_tReloadChamber; --cBurstShots; Fire(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals-curtime + 0.1; WeaponSound( SINGLE ); DoMuzzleFlash(); } void MyWeapon::PrimaryAttack() { if (!fBurstMode) { Fire(); return; } cBurstShots = 3; tNextBurst = gpGlobals-curtime; SendWeaponAnim( ACT_VM_PRIMARYATTACK ); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] weapon prediction issue
The weapon doesn't end up in an incorrect state and it is using predicted_viewmodel. But I also see the wall decals corresponding to the number of times the function was called, so that shouldn't relate to a viewmodel problem. On Tue, Jul 12, 2011 at 4:24 PM, Tom Edwards t_edwa...@btinternet.com wrote: The function being called multiple times is normal, that's how prediction testing works. Does the weapon actually end up in an incorrect state after firing multiple times? If not, this is likely to be a problem with the viewmodel entity rather than the weapon. Are you using predicted_viewmodel? On 12/07/2011 9:05, Priyadarshi Sharma wrote: Hello, I am having the issue of a weapon being fired multiple times on client side when there is a lag between client and server (net_fakelag 100). This is similar to the issue mentioned here : http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19271.html I've tried the suggested fix but it doesn't seem to help in my case. It only happens in the burst fire mode though, not otherwise. Below are the relevant functions. As you can see, even checking for IsFirstTimePredicted() doesn't solve the issue and the function is still called multiple times on client side as evident from the DevMsg() below. How do I go on about solving this issue? PS - I've also tried the fix mentioned here - http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19344.html, which indicates a bug with the SDK itself, but no help here too. Code : void MyWeapon::ItemPostFrame() { // Burstfire continues for 3 shots after we press fire if(cBurstShots) BurstFire(); else BaseClass::ItemPostFrame(); } void MyWeapon::BurstFire() { if (!m_iClip1) { cBurstShots = 0; return; } if (tNextBurst gpGlobals-curtime) return; #ifdef CLIENT_DLL if ( prediction-InPrediction() !prediction-IsFirstTimePredicted() ) return; #endif #ifdef CLIENT_DLL DevMsg(Time : %f cBurstShots : %d tNextBurst : %f\n, gpGlobals-curtime, cBurstShots, tNextBurst); #endif // making this NOT relative to curtime means it won't be totally cpu/tickrate dependent tNextBurst += info.m_tReloadChamber; --cBurstShots; Fire(); m_flNextPrimaryAttack = m_flNextSecondaryAttack = gpGlobals-curtime + 0.1; WeaponSound( SINGLE ); DoMuzzleFlash(); } void MyWeapon::PrimaryAttack() { if (!fBurstMode) { Fire(); return; } cBurstShots = 3; tNextBurst = gpGlobals-curtime; SendWeaponAnim( ACT_VM_PRIMARYATTACK ); } ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
[hlcoders] Choppy motion using the 2007 sdk mp template
Hello folks, I've been toying with the mod from scratch/multiplayer template from the 2007 SDK and have a big issue that I can't figure out how to fix (nor find any information about - which is odd, because I'm sure it can't only be me!). Anyway, the issue is when moving around there is a really choppy motion - the world doesn't transition nicely from view - it pans very choppily. To describe it, it's like playing Minecraft on a bad computer while the world is generating, except it's not an FPS issue since that's constantly at fps_max! I hope someone knows what the problem could be. Thanks~ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders