Here are the ones for sdkplayer: note that when the sdk gets updated these will change again, but this should get you started for now - you can make the same changes to hl2mp_player as necessary.
sdk_player.cpp: ----------------------- //----------------------------------------------------------------------------- // Purpose: Filters updates to a variable so that only non-local players see // the changes. This is so we can send a low-res origin to non-local players // while sending a hi-res one to the local player. // Input : *pVarData - // *pOut - // objectID - //----------------------------------------------------------------------------- void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID ) { pRecipients->SetAllRecipients(); pRecipients->ClearRecipient( objectID - 1 ); return ( void * )pVarData; } REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendNonLocalDataTable ); BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKLocalPlayerExclusive ) SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ), // send a hi-res origin to the local player for use in prediction SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ), SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8, SPROP_CHANGES_OFTEN, -90.0f, 90.0f ), // SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10, SPROP_CHANGES_OFTEN ), END_SEND_TABLE() BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKNonLocalPlayerExclusive ) // send a lo-res origin to other players SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD_MP_LOWPRECISION|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ), SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8, SPROP_CHANGES_OFTEN, -90.0f, 90.0f ), SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10, SPROP_CHANGES_OFTEN ), END_SEND_TABLE() // main table IMPLEMENT_SERVERCLASS_ST( CSDKPlayer, DT_SDKPlayer ) SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ), SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ), SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), SendPropExclude( "DT_BaseEntity", "m_angRotation" ), SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ), SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ), // playeranimstate and clientside animation takes care of these on the client SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ), SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), // Data that only gets sent to the local player. SendPropDataTable( "sdklocaldata", 0, &REFERENCE_SEND_TABLE(DT_SDKLocalPlayerExclusive), SendProxy_SendLocalDataTable ), // Data that gets sent to all other players SendPropDataTable( "sdknonlocaldata", 0, &REFERENCE_SEND_TABLE(DT_SDKNonLocalPlayerExclusive), SendProxy_SendNonLocalDataTable ), SendPropEHandle( SENDINFO( m_hRagdoll ) ), SendPropInt( SENDINFO( m_iPlayerState ), Q_log2( NUM_PLAYER_STATES )+1, SPROP_UNSIGNED ), SendPropBool( SENDINFO( m_bSpawnInterpCounter ) ), END_SEND_TABLE() c_sdk_player.cpp: -------------------------- BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKLocalPlayerExclusive ) RecvPropInt( RECVINFO( m_iShotsFired ) ), RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ), // RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ), END_RECV_TABLE() BEGIN_RECV_TABLE_NOBASE( C_SDKPlayer, DT_SDKNonLocalPlayerExclusive ) RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin ) ), RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ), RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ), END_RECV_TABLE() // main table IMPLEMENT_CLIENTCLASS_DT( C_SDKPlayer, DT_SDKPlayer, CSDKPlayer ) RecvPropDataTable( "sdklocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_SDKLocalPlayerExclusive) ), RecvPropDataTable( "sdknonlocaldata", 0, 0, &REFERENCE_RECV_TABLE(DT_SDKNonLocalPlayerExclusive) ), RecvPropEHandle( RECVINFO( m_hRagdoll ) ), RecvPropInt( RECVINFO( m_iPlayerState ) ), RecvPropBool( RECVINFO( m_bSpawnInterpCounter ) ), END_RECV_TABLE() On Thu, Apr 24, 2008 at 5:41 PM, Janek <[EMAIL PROTECTED]> wrote: > Tony, you could maybe post what is missing in those tables. :-D > > 2008/4/24 Janek <[EMAIL PROTECTED]>: > > > I was also thinking on a prediction error reading an other thread > speaking > > about that. Thank you for the information Tony. > > Sad fix is not published yet. > > > > 2008/4/24 Tony omega Sergi <[EMAIL PROTECTED]>: > > > >> If you're referring to player movement being laggy and prediction going > >> out, > >> > >> it's because in the released source right now the network tables aren't > >> setup correctly for hl2mp or the scratch sdk. > >> They're missing the new nonlocal data table, and local data overrides > >> which > >> setup the network origin for multiplayer using optimized values. - full > >> precision is sent to the local client, and every other player gets an > >> optimized version that isn't as precise ( interp on the client > eliminates > >> it > >> visually ). > >> > >> Whenever we get the SDK update again, that issue will be fixed properly. > >> I've corrected it, but no ETA. > >> -Tony > >> > >> On Thu, Apr 24, 2008 at 5:01 AM, Tom Leighton < > >> [EMAIL PROTECTED]> > >> wrote: > >> > >> > There is a "Stuttering" problem with it (Affects movement). It seems > to > >> > lag with this. > >> > > >> > Janek wrote: > >> > > Yeah, I saw this message but I don't have "NVIDIA Forceware Network > >> > Access > >> > > Manager" installed so I don't had to uninstall it. The problem is > very > >> > > different. I really think HL2MP under "OB engine" is haing serious > >> > > performance problem. > >> > > > >> > > [EMAIL PROTECTED] > >> > > > >> > > 2008/4/24 Tom Edwards <[EMAIL PROTECTED]>: > >> > > > >> > > > >> > >> Somebody with very similar problems fixed them by uninstalling the > >> > >> nVidia Firewall only a few hours ago. Do you have it? > >> > >> > >> > >> Janek wrote: > >> > >> > >> > >>> Hi, > >> > >>> > >> > >>> I just finished porting my mod from "ep1 engine" to "OB engine". I > >> > >>> > >> > >> wanted to > >> > >> > >> > >>> post a quick feedback about performances I had under "ep1 engine" > >> and > >> > >>> > >> > >> "OB > >> > >> > >> > >>> engine". My mod is based on HL2MP SDK. > >> > >>> > >> > >>> It is clear that performance under new engine are very bad from > what > >> I > >> > >>> > >> > >> see: > >> > >> > >> > >>> - movement are jittery > >> > >>> - fps drops down > >> > >>> Even if I set all settings to lowest level nothing is flawless. > >> > >>> > >> > >>> To ensure it is not due to a bad porting of my mod, I did the same > >> > test > >> > >>> between a fresh HL2MP SDK (from Valve) using "ep1 engine" and the > >> one > >> > >>> > >> > >> using > >> > >> > >> > >>> "OB engine". I experienced exactly the same performance problem. > >> > >>> > >> > >>> Do you experienced the same problem ? > >> > >>> > >> > >>> What can explain such a big difference ? > >> > >>> > >> > >>> > >> > >>> > >> > >> _______________________________________________ > >> > >> 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 > >> > > >> > > >> > >> > >> -- > >> -Tony > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > > > > > -- > > ------------------- > > [EMAIL PROTECTED] > > > > > -- > ------------------- > [EMAIL PROTECTED] > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- -Tony _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders