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
> > >
> > > _______________________________________________
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> > >
> >
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