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.

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