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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders