Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread Olly
"decreasing host_timescale
makes spotting the difference easier."
Thanks!

2009/9/1 Nick 

> 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
> wrote:
> > One possibility is to override ShouldDraw() and enforce the
> > appropriate conditions.
> >
> >
> >
> > On Aug 30, 2009, at 9:05 AM, Tom Edwards 
> > 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:
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>
>


-- 
Sent from Olly's SEGA Game Gear
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Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread Nick
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 wrote:
> One possibility is to override ShouldDraw() and enforce the
> appropriate conditions.
>
>
>
> On Aug 30, 2009, at 9:05 AM, Tom Edwards 
> 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
>>
>
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> To unsubscribe, edit your list preferences, or view the list archives, please 
> visit:
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>
>

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Re: [hlcoders] COLLISION PROBLEM

2009-09-01 Thread steven belmans

Thanks Jay 

 

AddSolidFlags( FSOLID_NOT_SOLID | FSOLID_TRIGGER );

 

Dit the trick
 
> From: j...@valvesoftware.com
> To: hlcoders@list.valvesoftware.com
> Date: Tue, 1 Sep 2009 10:11:54 -0700
> Subject: Re: [hlcoders] COLLISION PROBLEM
> 
> 
> SetSolidFlags( FSOLID_TRIGGER );
> 
> Is what sets the behavior you are after (allowing entities to pass through 
> but still registering collisions).
> 
> It looks like you are misunderstanding the other functions you are calling:
> If you SetSolid( SOLID_NONE ); then you are saying the object has no solid 
> representation so nothing collides with it.
> If you SetSolid( SOLID_VPHYSICS ); then you are saying the object should use 
> a vphysics representation for collisions (union of convex hulls), then 
> SetCollisionGroup( COLLISION_GROUP_PLAYER ); you are limiting what collides 
> with it (CGameRules::ShouldCollide determines which pairs of collision groups 
> collide with each other). But it is still solid to anything that collides 
> with it.
> 
> Jay
> 
> > -Original Message-
> > From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
> > boun...@list.valvesoftware.com] On Behalf Of steven belmans
> > Sent: Tuesday, September 01, 2009 9:51 AM
> > To: hlcoders@list.valvesoftware.com
> > Subject: [hlcoders] COLLISION PROBLEM
> > 
> > 
> > Hi all
> > 
> > 
> > 
> > I got a small problem.
> > 
> > 
> > 
> > We are building a model ent thad the player can pass thru and triggers
> > a function void hallo::byby (void)
> > 
> > 
> > 
> > If I use
> > 
> > 
> > 
> > SetSolid( SOLID_NONE);
> > 
> > SetCollisionGroup( COLLISION_GROUP_PLAYER );
> > 
> > 
> > 
> > I can pass thru the model but then my SetTouch(hallo::byby); does not
> > register anything.
> > 
> > 
> > 
> > Else if I use
> > 
> > SetSolid( SOLID_VPHYSICS);
> > 
> > SetCollisionGroup( COLLISION_GROUP_PLAYER );
> > 
> > 
> > 
> > I cant pass thru!
> > 
> > 
> > 
> > plz help
> > 
> > 
> > 
> > I Know you dont like it when people use Hotmail
> > 
> > Sorry
> > 
> > 
> > 
> > _
> > Je hele online leven op één stek met Windows Live
> > http://www.microsoft.com/belux/nl/windows/windowslive/default.aspx
> > ___
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> 
> 
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> visit:
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> 

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Re: [hlcoders] COLLISION PROBLEM

2009-09-01 Thread Jay Stelly

SetSolidFlags( FSOLID_TRIGGER );

Is what sets the behavior you are after (allowing entities to pass through but 
still registering collisions).

It looks like you are misunderstanding the other functions you are calling:
If you SetSolid( SOLID_NONE ); then you are saying the object has no solid 
representation so nothing collides with it.
If you SetSolid( SOLID_VPHYSICS ); then you are saying the object should use a 
vphysics representation for collisions (union of convex hulls), then 
SetCollisionGroup( COLLISION_GROUP_PLAYER ); you are limiting what collides 
with it (CGameRules::ShouldCollide determines which pairs of collision groups 
collide with each other).  But it is still solid to anything that collides with 
it.

Jay

> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com [mailto:hlcoders-
> boun...@list.valvesoftware.com] On Behalf Of steven belmans
> Sent: Tuesday, September 01, 2009 9:51 AM
> To: hlcoders@list.valvesoftware.com
> Subject: [hlcoders] COLLISION PROBLEM
> 
> 
> Hi all
> 
> 
> 
> I got a small problem.
> 
> 
> 
> We are building a model ent thad the player can pass  thru and triggers
> a function void hallo::byby (void)
> 
> 
> 
> If I use
> 
> 
> 
> SetSolid( SOLID_NONE);
> 
> SetCollisionGroup( COLLISION_GROUP_PLAYER );
> 
> 
> 
> I can pass thru the model but then my SetTouch(hallo::byby); does not
> register anything.
> 
> 
> 
> Else if I use
> 
> SetSolid( SOLID_VPHYSICS);
> 
> SetCollisionGroup( COLLISION_GROUP_PLAYER );
> 
> 
> 
> I cant pass thru!
> 
> 
> 
> plz help
> 
> 
> 
> I Know you dont like it when people use Hotmail
> 
> Sorry
> 
> 
> 
> _
> Je hele online leven op één stek met Windows Live
> http://www.microsoft.com/belux/nl/windows/windowslive/default.aspx
> ___
> To unsubscribe, edit your list preferences, or view the list archives,
> please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders


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[hlcoders] COLLISION PROBLEM

2009-09-01 Thread steven belmans

Hi all

 

I got a small problem.

 

We are building a model ent thad the player can pass  thru and triggers a 
function void hallo::byby (void)

 

If I use 

 

SetSolid( SOLID_NONE);

SetCollisionGroup( COLLISION_GROUP_PLAYER );

 

I can pass thru the model but then my SetTouch(hallo::byby); does not register 
anything.

 

Else if I use

SetSolid( SOLID_VPHYSICS);

SetCollisionGroup( COLLISION_GROUP_PLAYER );

 

I cant pass thru!

 

plz help

 

I Know you dont like it when people use Hotmail

Sorry

 

_
Je hele online leven op één stek met Windows Live
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Re: [hlcoders] Interpolation of projectiles

2009-09-01 Thread James Gray
One possibility is to override ShouldDraw() and enforce the  
appropriate conditions.



On Aug 30, 2009, at 9:05 AM, Tom Edwards   
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
>

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