I'd suggest you pick up the Spirit of HL source code as this was solved by Laurie. ----- Original Message ----- From: botman <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, January 09, 2003 7:03 PM Subject: Re: [hlcoders] models flickering
> > Everyone knows that monster models will "flicker" if monster is moving > > on train or platform. In BShift this is somehow fixed... > > > > Does anyone know how it can be fixed? > > If you are talking about monsters positions rapidly jumping, that's due to > network "lag" between the server and the client (even in single player). > The monster entities all exist on the server and they have to be sent to the > client in order for them to be rendered. Each time the position changes, a > packet with the new position must be sent to the client (even in single > player). The faster the monster is moving, the faster his position is > changing and the greater the jumping effect will be (moving from old > position to new position). > > You could make the monster's positions predicted similar to the way player > positions are predicted in multiplayer network games. > > Jeffrey "botman" Broome > > _______________________________________________ > 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