Two possible solutions: 1. The client should be correctly predicting these values, so that when the update from the server arrives it's more-or-less the same value. Skips/jerks will only happen when the client mis-predicts. Unfortunately the prediction code can be a bit tricky to get your head around...
2. There's a function "UseClientSideAnimation". If you call this on the server copy of your entity, and include these lines in the server netclass table SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ), SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), Then the cycle & anim time won't be transmitted across the network. You'll have to manually set the variables on the client instead using SetCycle, SetSequence and so forth, e.g. SetSequence( LookupSequence("anim_idle") ); SetCycle( GetCycle() + 0.1f ); Hope that helps. Good luck ! Alex -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of NuclearFriend Sent: 09 May 2006 05:44 To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Viewmodel skipping animation saga - continued -- [ Picked text/plain from multipart/alternative ] On 1/16/06, Matthew Lewis <[EMAIL PROTECTED]> wrote: > > This is a very old problem -- One to which no solution has yet been > found. The problem is with the viewmodel skipping and jerking in its > animation playback. I traced the problem to the server and client > fighting over m_flCycle, m_nSequence, m_flAnimTime, m_flPlaybackRate > networked variables. In particular, the client sets these variables and > then a short time later (lag time) the server also sets these variables > since they are networked. The result is an animation skip/jerk. > > The obvious fix is to block the server from changing the value of these > variables and let the client do the viewmodel animation independantly > from the server. However, this is proving exceedingly difficult to do. I > changed the viewmodel class's send table as follows: > > IMPLEMENT_SERVERCLASS_ST_NOBASE(CBaseViewModel, DT_BaseViewModel) > SendPropModelIndex(SENDINFO(m_nModelIndex)), > SendPropInt (SENDINFO(m_nBody), 8), > SendPropInt (SENDINFO(m_nSkin), 10), > // SendPropInt (SENDINFO(m_nSequence), 8, SPROP_UNSIGNED), > SendPropInt (SENDINFO(m_nViewModelIndex), VIEWMODEL_INDEX_BITS, > SPROP_UNSIGNED), > // SendPropFloat (SENDINFO(m_flPlaybackRate), 8, SPROP_ROUNDUP, -4.0, > 12.0f), > SendPropInt (SENDINFO(m_fEffects), 10, SPROP_UNSIGNED), > // SendPropInt (SENDINFO(m_nAnimationParity), 3, SPROP_UNSIGNED ), > SendPropEHandle (SENDINFO(m_hWeapon)), > SendPropEHandle (SENDINFO(m_hOwner)), > > // SendPropInt( SENDINFO( m_nNewSequenceParity ), EF_PARITY_BITS, > SPROP_UNSIGNED ), > SendPropInt( SENDINFO( m_nResetEventsParity ), EF_PARITY_BITS, > SPROP_UNSIGNED ), > SendPropInt( SENDINFO( m_nMuzzleFlashParity ), EF_MUZZLEFLASH_BITS, > SPROP_UNSIGNED ), > END_SEND_TABLE() > > As I understand the SDK docs, the ST_NOBASE should prevent the base > class variables (namely m_flCycle, m_flSequence, etc. from > CBaseAnimating) from being sent to the client. However, what I'm finding > is that they are still get transmitted. I also tried |SendPropExclude(...) > on the variables, but they are still getting sent to the viewmodel. The > only way I found to stop the server from screwing with the viewmodel was > to go into the CBaseAnimating class and strip m_flCycle, m_nSequence, > etc. completely from the network variables list and remove the > prediction completely. Arrgh. > > There has to be something that I'm missing, or something that isn't > working as advertised. Any Ideas? > | > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > My mod is also suffering from this problem. I e-mailed Matthew directly to ask if he had gotten anywhere with this and his reply basically said he could not fix this short of starting his mod again from a Half-Life 2 MP modification (which does not have this problem). Yet he could find no significant difference between them that could be related to this. The only thing he could suggest is something that is triggering different code within the engine. He still suffers from this and so do I. The only solution I can see is merging my mods code with the HL2DM source and that is a monumental task from my view that is essentially fixing an error that Valve made with the original source release (the "Start your mod from scratch", which is still available and I would not recommend be used by anyone now, but which was the only option available to me at the time). So is it possible to get any helpful input here? -- Programmer for RnL www.resistanceandliberation.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders ______________________________________________________________________ This email has been scanned by the MessageLabs Email Security System. For more information please visit http://www.messagelabs.com/email ______________________________________________________________________ __________________________________________________________________________________________________________________________________________ Information contained in this e-mail is intended for the use of the addressee only, and is confidential and may be the subject of Legal Professional Privilege. 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