YES! THAT'S ME! omgomgomgomgomg. Wait till I tell my girlfriends who came by the say hi!
On Sunday, January 24, 2010, Minh <minh...@telus.net> wrote: > 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 >>_______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- Thanks, - Saul. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders