OK. I'll try to implement this solution taking care of hl2mp context and test as soon as I have time to.
Thank you for your explainations. J. 2008/6/16 Tony omega Sergi <[EMAIL PROTECTED]>: > simple. > > the base code has the origin transmission optimized so it sends less data > over the pipe, because interpolation will take care of all of that and not > be noticeable. but, the local player doesn't interpolate, it predicts and > maintains syncronization, it needs to be accurate. > > those table changes make it so the local player gets full data like ep1, > but > makes it so remote players don't send you high res data, since your client > can interpolate the changes anyway. > > so now the local player is not jittering (it's the prediction getting > stomped on, joel (oneeyed) posted about this months ago, and this fixes it) > and the networking stays optimized as much as possible. > > > On Mon, Jun 16, 2008 at 10:04 AM, Olly <[EMAIL PROTECTED]> wrote: > > > I think j is talking about the jittery viewmodels, as that is also an > issue > > for us too. > > > > 2008/6/16 Janek <[EMAIL PROTECTED]>: > > > > > 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 > > > > > > > > _______________________________________________ > > 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] _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders