--
[ Picked text/plain from multipart/alternative ]
Ah yes, you are right. Interpolation plays a roll.

Are there any other situations that needs lagcompensation? Also, if you do
it in player_command, player's physics position also gets updated with the
lagcompensated-position, which may give funny results...

On 9/23/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
>
> --
> [ Picked text/plain from multipart/alternative ]
> I have to disagree. Right in the StartLagCompensation function you will
> see
> that the amount of time to back track the enemy player is calculated like
> this:
>
> back track time = cmd transit time (net. latency) + cl_interp value
>
> Check the first 10-15 lines of StartLagCompensation to see that in action
> (note that player->m_fLerpTime is elswhere set to the player's value for
> cl_interp.) cl_interp is the determining factor in how far behind the
> client
> renders an entity vs. the servers position data.
>
> The amount the player is moved back is not simply the players ping, its a
> composite of how far behind their rendering is (cl_interp) and how long it
> took for their ucmd to reach the server.
>
> And yes, like I said you can do it in FireBullets if you use IsPlayer and
> cast the entity to CBasePlayer, but you can also do it in RunCommand and
> catch other situations where you use tracelines but are not necessarily
> calling FireBullets.
>
> On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > In fact, I already moved it to CBaseEntity::FireBullets and I tested it
> > and
> > it works. player_command.cpp sets the last usercmd in the player class,
> > which you can get via CBasePlayer::GetLastUserCommand(). Also, func_tank
> > gives the player as an argument to FireBullets() so in the class itself
> I
> > do
> > a pAttacker->IsPlayer() check, which works for everything.
> >
> > You are forgetting something. It's ping. And if you have a ping of
> 250ms,
> > you don't hit anything because the location of players are different
> 250ms
> > ago. Lagcompensation fixes this by moving all other players, that the
> > player
> > could shoot, back in time (amount is equivalent to the player's ping )
> and
> > then execute the tracelines to check if a bullet has hit someone.
> > Interpolation has nothing to do with lagcompensation.
> >
> > On 9/23/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > What Teddy said is probably the best place. CBaseEntity::FireBullets
> is
> > > probably not good because StartLagCompensation takes CBasePlayer and
> > > CUserCmd as parameters so passing the this pointer from within
> > > CBaseEntity::FireBullets won't compile, you'd have to wrap it in
> > > IsPlayer(),
> > > so there's no benefit to func_tank.
> > >
> > > Garry's right, the lag compensation moves the player back to match
> what
> > > the
> > > client would have been shooting at since the client is behind the
> > server.
> > > Client rendering is always kept (cl_interp 0.1, ~100 ms) behind the
> > server
> > > so that the client can keep enough data ahead of the actual rendering
> to
> > > smoothly interpolate movement.
> > >
> > > You can get a really good idea what's going on by adding a bot,
> turning
> > on
> > >
> > > sv_showhitboxes 2
> > > sv_showlagcompensation 1
> > > host_timescale 0.1
> > >
> > > Now you should see some colorful hitboxes that are the servers
> position,
> > > the
> > > rendered enemy player is the clients which lags behind those hitboxes
> > > because of cl_interp, and when you shoot at the bot, you should see a
> > > bunch
> > > of blue hitboxes which are the lag compensated hitboxes that are
> > actually
> > > used when tracing your shots. In slowmo you can see that the blue
> boxes
> > > overlap the client-rendered player pretty well.
> > >
> > > Hope that helps, BK & Robbie.
> > >
> > > On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > Let me rephrase that last. Maybe the best place to lagcompensate
> would
> > > be
> > > > CBaseEntity:FireBullets(). Then you are sure no other things get
> > messed
> > > > up... (there's some other stuff in CBasePlayer::PostThink that may
> not
> > > > like
> > > > changing positions).
> > > >
> > > > Also, it's possible that the func_tank has no lagcompensation at the
> > > > moment
> > > > (I'm not sure) so moving it to FireBullets() would do
> lagcompensation
> > > for
> > > > everything that fires bullets ;) I doubt that it's called more then
> > once
> > > > in
> > > > a frame so moving it shouldn't be harmfull.
> > > >
> > > > Just thinking out loud here... Please tell me if I am wrong :)
> > > >
> > > > On 9/23/06, Robbie Groenewoudt <[EMAIL PROTECTED]> wrote:
> > > > >
> > > > > FX_FireBullets() calls CSDKPlayer::FireBullet() and that's where
> the
> > > > > bullet-code is done.
> > > > >
> > > > > However, with mods based on HL2DM, it's a bit different.
> > > > > CBasePlayer::PostThink() calls CBasePlayer::ItemPostFrame() and
> that
> > > > calls
> > > > > the ItemPostFrame() of the weapon.. And that calls via via the
> > > function
> > > > > CBaseEntity::FireBullets(), which is the equivalent of
> > > > > CSDKPlayer::FireBullet().
> > > > >
> > > > > So lagcompensation in HL2DM mods should be done in PostThink() or
> > > > > ItemPostFrame().
> > > > >
> > > > > On 9/23/06, [EMAIL PROTECTED] <
> > > > [EMAIL PROTECTED]>
> > > > > wrote:
> > > > > >
> > > > > > Ah I think I'm starting to see how the pieces fit together
> > then.  I
> > > > was
> > > > > > thrown off by all the FX code, thinking it was a client-side
> > > function,
> > > > but
> > > > > > there's a surprisingly useful comment at the top of
> > FX_FireBullets:
> > > > > >
> > > > > > // This runs on both the client and the server.
> > > > > > // On the server, it only does the damage calculations.
> > > > > > // On the client, it does all the effects.
> > > > > >
> > > > > > So client-rendering prediction is completely unrelated to all of
> > > this.
> > > > > >
> > > > > > It looks like bullet weapons should still be fine (which is what
> I
> > > > > > tested previously, and they did seem fine) but that bludgeon
> > weapons
> > > > in the
> > > > > > SDK are no broken with respect to lag-compensated hit
> > > detection.  I'll
> > > > look
> > > > > > into that more.
> > > > > >
> > > > > > At 2006/09/23 04:18 AM, Garry Newman wrote:
> > > > > > >--
> > > > > > >[ Picked text/plain from multipart/alternative ]
> > > > > > >I think it's the other way around.
> > > > > > >
> > > > > > >The server is moving the other players back to where it thinks
> > they
> > > > > > were
> > > > > > >when you fired the bullets, then tracing and seeing if you hit
> > > then,
> > > > > > then
> > > > > > >moving them back.
> > > > > > >
> > > > > > >
> > > > > > >
> > > > > > >On 9/23/06, [EMAIL PROTECTED] <
> > > > > > [EMAIL PROTECTED]>
> > > > > > >wrote:
> > > > > > >>
> > > > > > >> Forgive my perhaps naive question, but if you only lag
> > compensate
> > > > > > during
> > > > > > >> bullet firing, and not the rest of the time, won't you be
> > > rendering
> > > > > > your
> > > > > > >> opponents on screen in the wrong position?
> > > > > > >>
> > > > > > >> At 2006/09/22 06:48 PM, Teddy wrote:
> > > > > > >> >In the new SDK, StartLagCompensation happens on line #193 of
> > > > > > >> >sdk_fx_shared.cpp, during the FX_FireBullets() function.
> It's
> > > done
> > > > > > >> >here so it doesn't effect player movement (aka sticky player
> > > > > > >> >collisions). The problem with this is if your weapon needs
> > > > unlagged
> > > > > > >> >positions for anything other than firing bullets, it won't
> > work.
> > > > > > >> >
> > > > > > >> >I would recommend you instead StartLagCompensation before
> > > > > > >> >RunPostThink( player ) in the CPlayerMove::RunCommand()
> > > function.
> > > > > > >> >
> > > > > > >> >On 9/23/06, Robbie Groenewoudt < [EMAIL PROTECTED]> wrote:
> > > > > > >> >>--
> > > > > > >> >>[ Picked text/plain from multipart/alternative ]
> > > > > > >> >>Damn, you are right. There's no StartLagCompensation-call
> in
> > > the
> > > > > > entire
> > > > > > >> >>code. I don't see any reason why it isn't because it worked
> > > good.
> > > > > > In the
> > > > > > >> new
> > > > > > >> >>SDK-code the lagcompensation-code is even expended... It's
> a
> > > bug
> > > > I
> > > > > > >> guess....
> > > > > > >> >>
> > > > > > >> >>On 9/22/06, Paul Peloski <[EMAIL PROTECTED]> wrote:
> > > > > > >> >>>
> > > > > > >> >>> --
> > > > > > >> >>> [ Picked text/plain from multipart/alternative ]
> > > > > > >> >>> I'm at home now, sv_showlagcompensation the right name,
> > it's
> > > > > > >> implemented
> > > > > > >> >>> in
> > > > > > >> >>> player_lagcompensation.cpp with the following
> description:
> > > > "Show
> > > > > > lag
> > > > > > >> >>> compensated hitboxes whenever a player is lag
> compensated."
> > > > > > >> >>>
> > > > > > >> >>> If you compare the file player_command.cpp between the
> old
> > > SDK
> > > > > > source
> > > > > > >> and
> > > > > > >> >>> the Aug 11 source, you should notice that the call to
> > > > > > >> StartLagCompensation
> > > > > > >> >>> is missing from CPlayerMove::StartCommand in
> > > player_command.cpp
> > > > > > >> >>>
> > > > > > >> >>> I wondered about this when I merged the new SDK, and
> > decided
> > > to
> > > > > > keep
> > > > > > >> the
> > > > > > >> >>> startLagCompensation for our mod and haven't had any
> > problems
> > > > > > with
> > > > > > >> shots
> > > > > > >> >>> registering. Maybe this is a bug in the new SDK?
> > > > > > >> >>>
> > > > > > >> >>> On 9/22/06, [EMAIL PROTECTED] <
> > > > > > >> [EMAIL PROTECTED]
> > > > > > >> >>> >
> > > > > > >> >>> wrote:
> > > > > > >> >>> >
> > > > > > >> >>> > Closest I see is player_showpredictedposition, but it
> > > doesn't
> > > > > > seem
> > > > > > >> to
> > > > > > >> >>> > visually change anything at all.
> > > > > > >> >>> >
> > > > > > >> >>> > At 2006/09/21 08:41 AM, Paul Peloski wrote:
> > > > > > >> >>> > >--
> > > > > > >> >>> > >[ Picked text/plain from multipart/alternative ]
> > > > > > >> >>> > >Check that the lag compensation system is still being
> > used
> > > > to
> > > > > > move
> > > > > > >> >>> > entities
> > > > > > >> >>> > >when a player is shooting, IIRC you can use
> > > > > > sv_showlagcompensation
> > > > > > >> 1 or
> > > > > > >> >>> > >something similar to show some hitboxes when a player
> is
> > > > being
> > > > > > lag
> > > > > > >> >>> > >compensated (ie, you have to be shooting at him and
> lag
> > > > > > >> compensation
> > > > > > >> >>> has
> > > > > > >> >>> > to
> > > > > > >> >>> > >be turned on, etc.) I remember the
> > > > > > >> >>> lagcompensation->StartLagCompensation
> > > > > > >> >>> > was
> > > > > > >> >>> > >missing in the player command code on the server side
> > with
> > > > > > regard
> > > > > > >> to
> > > > > > >> >>> the
> > > > > > >> >>> > lag
> > > > > > >> >>> > >compensation system when I first merged with the new
> > SDK.
> > > > > > >> >>> > >
> > > > > > >> >>> > >Sorry I can't be more specific, I'm at work and don't
> > have
> > > > > > access
> > > > > > >> to
> > > > > > >> >>> the
> > > > > > >> >>> > SDK
> > > > > > >> >>> > >right now.
> > > > > > >> >>> > >
> > > > > > >> >>> > >On 9/21/06, [EMAIL PROTECTED] <
> > > > > > >> >>> > [EMAIL PROTECTED]>
> > > > > > >> >>> > >wrote:
> > > > > > >> >>> > >>
> > > > > > >> >>> > >> I'm getting lots of complaints from my user base
> that,
> > > > > > following
> > > > > > >> the
> > > > > > >> >>> > SDK
> > > > > > >> >>> > >> update, lag prediction has gotten worse.  Has anyone
> > > else
> > > > > > >> experienced
> > > > > > >> >>> > >> this?  I haven't really experienced much of a
> change,
> > > but
> > > > > > then I
> > > > > > >> >>> don't
> > > > > > >> >>> > have
> > > > > > >> >>> > >> as large of a ping to any of my mod's servers as
> some
> > of
> > > > my
> > > > > > users
> > > > > > >> do.
> > > > > > >> >>> > >>
> > > > > > >> >>> > >> After receiving complaints a few days ago I reviewed
> > SDK
> > > > > > changes
> > > > > > >> and
> > > > > > >> >>> > >> noticed massive amounts of code changes around
> > > > > > prediction.  But
> > > > > > >> most
> > > > > > >> >>> of
> > > > > > >> >>> > it
> > > > > > >> >>> > >> seems to be centered around the creation of a
> > seemingly
> > > > > > unused
> > > > > > >> and
> > > > > > >> >>> > pointless
> > > > > > >> >>> > >> NO_ENTITY_PREDICTION define to segregate out the
> > > > prediction
> > > > > > >> >>> > code.  Maybe
> > > > > > >> >>> > >> it's used by Valve for debugging or something?
> > > > > > >> >>> > >>
> > > > > > >> >>> > >> It's unclear whether any behavioral changes exist -
> > > anyone
> > > > > > found
> > > > > > >> >>> > evidence
> > > > > > >> >>> > >> of any?  Unfortunately we got a years worth of SDK
> > code
> > > > > > thrash in
> > > > > > >> one
> > > > > > >> >>> > patch,
> > > > > > >> >>> > >> so it's a bit much to try to code review.
> > > > > > >> >>> > >>
> > > > > > >> >>> > >> -bk
> > > > > > >> >>> > >>
> > > > > > >> >>> > >> _______________________________________________
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> > > > > > >> >>> > >>
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > > > >> >>> > >>
> > > > > > >> >>> > >>
> > > > > > >> >>> > >--
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