Tony, There are things which make me not understanding how your code can fix the jittery movement issue. I try to explain hereafter.
1) I understand you add "nonlocaldata" tables. This table wasn't present in previous version (ep1 engine). I understand it is sending variables for other players (not local player). It will generate additional network flow. I 'm not sure it is so important. Also my problem related to jittery movement is linked to local player. Why do we really need it ? 2) You send "m_angEyeAngles" in "BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKLocalPlayerExclusive )" and "BEGIN_SEND_TABLE_NOBASE( CSDKPlayer, DT_SDKLocalPlayerExclusive )" even if it is already present in the original codeline in "IMPLEMENT_SERVERCLASS_ST( CSDKPlayer, DT_SDKPlayer )" What does it really change ? 3) You send "m_vecOrigin" It is already send in "IMPLEMENT_SERVERCLASS_ST_NOBASE( CBaseEntity, DT_BaseEntity )" (baseentity.cpp) Before implementing any solution in my codeline, I would like to understand coz atm it is a mystery for me. J. 2008/4/25 Janek <[EMAIL PROTECTED]>: > Just to clarify. The problem I was refering to is not a real performance > issue. The problem is only related to laggy player movement due to > prediction issue. > TF2 is working quite well in my 6600GT so "OB engine" is not requiring so > much additional power. > > 2008/4/25 Andrew Ritchie <[EMAIL PROTECTED]>: > >> I blame tony's terrible coding. >> _______________________________________________ >> 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