Saul Rennison ?!?! THE Saul Rennison ?!? The Saul that posts on HLCoders?

/me takes a cold shower

Saul Rennison wrote:
> 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
>>>>>>             
>
>   

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