I'm not suggesting that you take it all but it does solve the juddering problem for NPC's in motion. Yeah and i know that Spirit isn't fantastically stable for multiplayer but as i said, you don't need to incorperate it all.
----- Original Message ----- From: Pat Magnan <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Thursday, January 09, 2003 8:04 PM Subject: Re: [hlcoders] models flickering > > > At 07:46 PM 1/9/2003 +0000, you wrote: > >I'd suggest you pick up the Spirit of HL source code as this was solved by > >Laurie. > > Not really, trust me, the movewith stuff doesn't work too well on Network > games. We incorporated it, and things just don't work right. Client side > prediction may actually make it viable however. > > >----- 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 > > _______________________________________________ > 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