Minh Le? THE Minh Le? :O The original creator of CS? On Sunday, January 24, 2010, Minh <minh...@telus.net> wrote: > Yea, that's definitely an issue.. but if the server did some checks on > his end, the server can see if the updates were "valid" or not and > basically just ignore the invalid updates or do something accordingly. > Like if the client sent an update that he was at position X, and then > half a second later, he is at position Y (which is like halfway across > the map), that could raise a red flag. > > Client side physics objects are interpolated.. other players are > interpolated.. > are you sure server side physics objects are interpolated? God, I gotta > go install hl2dm and play with the gravity gun... > > Saul Rennison wrote: >> All objects are interpolated I think... the problem is the client >> could send bogus origins and result in hacking. Never trust the >> client! >> >> On Sunday, January 24, 2010, Minh <minh...@telus.net> wrote: >> >>> We actually managed to do a vehicle implementation that made the >>> controls strictly client authorative. Basically, the driver of the >>> vehicle gets his own vphysics object created and he controls it on his >>> client machine, and passes the origin and angles to the server. >>> The server then passes that info to the rest of the clients. >>> >>> The result is perfectly lag free controls for the driver. The only >>> hitch is, since the client is the one actually moving the vehicle, >>> vehicle collisions become a problem. In our first implementation, when a >>> vehicle ran into another vehicle, it would stop dead in its tracks. >>> There was no collision forces being imparted on either vehicle. We >>> managed to come up with a hacky method to fix this but it didn't result >>> in the most realistic collisions. >>> >>> Another problem we encountered was that there was no interpolation >>> going on for the other players, so when they saw the vehicle moving, it >>> wasn't smooth. I'm not sure if this is a problem inherent in the Source >>> SDK though. >>> When you take a server side physics object, and throw it, do all the >>> clients see it move in a smooth fashion? The object's position is >>> getting sent to each client at about 10 updates/sec (in a best case >>> scenario). There is no interpolation going on between each update, so >>> the object would exhibit a slight jerkiness. Maybe we broke something in >>> our code but I think this is something the SDK didn't do properly >>> (interpolate server-side vphysics objects). >>> I think I need to go play HL2DM and throw a toilet around... >>> >>> >>> Matt Hoffman wrote: >>> >>>> I take it that it would be a lot of work and take a skilled programmer to >>>> re-write prediction for the vehicles to put more of it client-side? >>>> >>>> On Sat, Jan 23, 2010 at 2:33 PM, Christopher Harris >>>> <char...@resrchnet.com>wrote: >>>> >>>> >>>> >>>>> Here is a page which has needed fixes: >>>>> http://developer.valvesoftware.com/wiki/Multiplayer_Vehicle_Fixes >>>>> >>>>> It fixes vehicle view jitter, but there is no true prediction because the >>>>> vehicle movement logic only occurs on the server. So in a high latency >>>>> situation players will experience the vehicle taking some time to respond >>>>> to >>>>> input. >>>>> >>>>> Chris >>>>> >>>>> -----Original Message----- >>>>> From: hlcoders-boun...@list.valvesoftware.com >>>>> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Chief Whosm >>>>> Sent: Saturday, January 23, 2010 5:04 PM >>>>> To: hlcoders@list.valvesoftware.com >>>>> Subject: [hlcoders] Vehicle View Judder >>>>> >>>>> Hi, >>>>> Whenever you use vehicles in hl2mp, the view in them is all out of >>>>> synch, "ghosting/juddering" are the best terms I can think of. >>>>> Now I originally wasn't going to ask this because in ShadowSource it >>>>> wasn't *too* bad, it jumped around but it was *just* bearable. However >>>>> todays test game had vehicles in, and while we have changed no code >>>>> related >>>>> to either views, cameras or vehicles - the view judder was awful. It was >>>>> like the advisor barn scene where your screen is shaken everywhere, and it >>>>> really was terrible to look at (and very hard to drive as you couldnt >>>>> judge >>>>> very easily w
-- Thanks, - Saul. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders