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Ok after a few more tests and goold old code-digging, I got my rockets working. The problem was that I forgot to override the ShouldPredict() method of the missile entity on the client side to return true when the missile is created by the local player. This prevent the missile entity from initializing as a predicted entity. Using cl_predictionlist is also usefull to check if your new entity is predicted for real or not (it should appear in the list). So here are the general steps if you want to predict an new entity, such as a projectile: - Use CBaseEntity::CreatePredictedEntity to create the entity on both the server and client - Make sure you override the ShouldPredict() method in your predicted entity and return true when you need to have it predicted (typically when it's created by the local client) - Make sure you're running the same simulation code on both the client and server else your predicted entity will jitter - Not sure if this is vital, but set rocket->SetPlayerSimulated( player ); on your entity when you create it Hope this will help someone.> From: [EMAIL PROTECTED]> To: hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Prediction of projectile-based weapons in Source> Date: Wed, 24 Oct 2007 14:41:23 +0100> > I know this sounds kind of backwards, and doesn't as much fix the> problem as hack around it, but couldn't you make the projectiles> predicted clientside? In the same way that bullets are?> > I suppose it totally depends on the type of projectile, but I'm> guessing with something like the crossbow you could create the bolt> clientside and serverside. Use the serverside to be the authority on> damage and stuff (and maybe showing to other clients?), while you use> the clientside version to display and predict.> > I'm guessing you could go a step further if it's like the crossbow and> not network the serverside version at all, just fire a temp effect> that creates a clientside version of it using the same velocity etc..> thus having no network overhead from having these things flying> around.> > Something to think about anyway.. might be easier just to put up with the delay.> > garry> > On 10/24/07, Rogerio Morais <[EMAIL PROTECTED]> wrote:> > --> > [ Picked text/plain from multipart/alternative ]> > If anyone can help out more people will certainly appreciate it, including> > me, got the same problem in my mod.> >> > 2007/10/24, William Ravaine <[EMAIL PROTECTED]>:> > >> > > --> > > [ Picked text/plain from multipart/alternative ]> > >> > > Yeah I've already pointed out in my initial post that I strongly suspected> > > this had to do with prediction, or rather lack of prediction in the current> > > implementation. My question was more about how to get projectile prediction> > > working properly, because obviously when I try to implement it, im doing> > > something wrong along the way. > From: [EMAIL PROTECTED]> To:> > > hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Prediction of> > > projectile-based weapons in Source> Date: Wed, 24 Oct 2007 08:58:58 -0400> >> > > --> [ Picked text/plain from multipart/alternative ]> because they're not> > > predicted by default.> strongly > tf2's projectiles are predicted.> > > On> > > 10/24/07, William Ravaine <[EMAIL PROTECTED]> wrote:> >> > --> > [ Picked> > > text/plain from multipart/alternative ]> >> > Yeah that's what I checked> > > first as well - It's very hard to tell because> > the crossbow bolt/missile> > > model is very small and very fast as well so it's> > not as obvious. But I> > > get this glitch on every single non-bullet based> > weapon that spawns> > > entities to use as missiles, so it has to be something at> > the core of the> > > engine, in the way entities are handled between server and> > client, or> > > rendered on the client.> From: [EMAIL PROTECTED]> To:> >> > > hlcoders@list.valvesoftware.com> Subject: Re: [hlcoders] Prediction of> >> > > projectile-based weapons in Source> Date: Wed, 24 Oct 2007 08:45:23 -0400>> > > >> > --> [ Picked text/plain from multipart/alternative ]> Does the HL2MP> >> > > crossbow have the same delay? I never noticed it..> > Regards,> > Paul> >> > > On> > 10/24/07, William Ravaine <[EMAIL PROTECTED]> wrote:> >> > --> > [> > > Picked> > text/plain from multipart/alternative ]> >> > Im not using the> > > missile> > entity from the HL2 rpg, Im using my own rocket> > entity which> > > sets the> > missile velocity in the spawn function. And the delay> > effect> > > happens on> > two other missile based weapons that I've entirely coded> >> > > myself which> > have nothing to do with the rpg code.> >> > Im also testing> > > this on local> > server, so the latency delay should be close> > to null. If> > > I used> > net_fakelag, there's definitely a delay between the> > moment I> > > fire, and> > the moment the entity is _created_, but there's also a> >> > > slight delay> > between the moment it is created on the screen (so on the> >> > > client) and> > starts moving forward. It's this later point that I want to> > > fix.> >> --> >> > _______________________________________________> To> > > unsubscribe, edit your> > list preferences, or view the list archives,> > > please visit:>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders>>> > > > _________________________________________________________________> >> > > Découvrez le blog Messenger Le Meilleur du Web : toutes les vidéos qui> >> > > buzzent le plus sur Internet !> > http://meilleurduweb.spaces.live.com/> >> > > --> >> > _______________________________________________> > To unsubscribe,> > > edit your list preferences, or view the list archives,> > please visit:> >> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders> >> >> > > -->> > > -omega> --> > _______________________________________________> To> > > unsubscribe, edit your list preferences, or view the list archives, please> > > visit:> http://list.valvesoftware.com/mailman/listinfo/hlcoders>> > > _________________________________________________________________> > > Découvrez le blog Messenger Le Meilleur du Web : toutes les vidéos qui> > > buzzent le plus sur Internet !> > > http://meilleurduweb.spaces.live.com/> > > --> > >> > > _______________________________________________> > > To unsubscribe, edit your list preferences, or view the list archives,> > > please visit:> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders> > >> > >> > --> >> > _______________________________________________> > To unsubscribe, edit your list preferences, or view the list archives, please visit:> > http://list.valvesoftware.com/mailman/listinfo/hlcoders> >> >> > _______________________________________________> To unsubscribe, edit your list preferences, or view the list archives, please visit:> http://list.valvesoftware.com/mailman/listinfo/hlcoders> _________________________________________________________________ Découvrez le blog Messenger Le Meilleur du Web : toutes les vidéos qui buzzent le plus sur Internet ! http://meilleurduweb.spaces.live.com/ -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders