Can you offer video/pictures to demonstrate how this bug effects all valve games?
Or any way for a player to replicate or exploit it? Thus you make it both easier and more likely valve will look into this problem and fix it. On Tue, Sep 1, 2009 at 2:02 AM, James Gray<ja...@interwavestudios.com> wrote: > One possibility is to override ShouldDraw() and enforce the > appropriate conditions. > > > > On Aug 30, 2009, at 9:05 AM, Tom Edwards <t_edwa...@btinternet.com> > wrote: > >> I want to bring up the issue of projectiles hanging in the air for a >> moment after spawning again. The last time it was discussed the >> solution >> given was to predict: >> >> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html >> >> This is a bad idea though, because it causes the projectile to >> materialise several feet in front of the firer on observers' computers >> (contrary to what Tony said at the time, TF2 does NOT predict >> rockets/grenades). >> >> The problem is that the projectile is spawned as soon as the client >> receives it, irrespective of interpolation, and then (correctly) does >> not start to move until interp catches up. You can change the length >> of >> the delay by increasing the interp period; decreasing host_timescale >> makes spotting the difference easier. >> >> I've run tests and discovered that /all/ of Valve's games are affected >> by this issue, including TF2. I've not compiled the SDK template game >> but I expect it also suffers. >> >> The solution is clear: prevent the projectile's clientside >> representation from spawning until the interpolated world is ready. >> Anyone know how to do that? >> >> >> _______________________________________________ >> 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