I'm submitting this in a separate e-mail, since I'm not sure that it's
completely in line with the subject of the thread, but I do think that it
might have some useful points in common.

So, with regards to my question of a while ago that went conveniently
unaswered:  What kind of timebase is the client rendering on?  Does it try to
be exactly synchronized with the server, regardless of latency, or does it
just monotonically increase its current time as it receives packets?

What I'm doing is creating a tempent with a fixed velocity.  Every client
frame, it simulates itself forward along that velocity.  Now, if I just
create it as usual, by the time the creation command gets to the client, the
tempent will already be somewhere behind where it should be (if the client
renders ahead).  So, is the client ahead?  If I need to pre-simulate the
tempent forward, how far forward should I simulate it?

I've been thinking about this as a way of reducing that
blood-splatter-emerges-from-somewhere-behind-the-player effect that you see
with hitscan weapons.

-John Sheu

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