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
> > >
> > >
> > _______________________________________________
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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -Tony
>  _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
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>
>


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