[hlcoders] Interpolation of projectiles

2009-08-30 Thread Tom Edwards
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 projecti

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

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 t

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 int

Re: [hlcoders] Interpolation of projectiles

2009-09-02 Thread Tom Edwards
It can't be exploited, it's just a rendering artefact on the client. I've been poking TF2 a little more and have spotted some oddities: * Rockets don't get a model, on the client, until a set period of time has passed. Before this only the glow effect is visible. I think the idea is to mask the

Re: [hlcoders] Interpolation of projectiles

2009-09-02 Thread Adam "amckern" McKern
work any other way.   Adam Owner Nigredo Studios http://www.nigredostudios.com --- On Wed, 2/9/09, Tom Edwards wrote: From: Tom Edwards Subject: Re: [hlcoders] Interpolation of projectiles To: "Discussion of Half-Life Programming" Received: Wednesday, 2 September, 2009, 9:

Re: [hlcoders] Interpolation of projectiles

2009-09-03 Thread Tom Edwards
> any other way. > > Adam > > > Owner Nigredo Studios http://www.nigredostudios.com > > --- On Wed, 2/9/09, Tom Edwards wrote: > > > From: Tom Edwards > Subject: Re: [hlcoders] Interpolation of projectiles > To: "Discussion of Half-Life Programmin

Re: [hlcoders] Interpolation of projectiles

2009-09-03 Thread Christopher Harris
Programming Subject: Re: [hlcoders] Interpolation of projectiles AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID ); Then perform whatever tests you want in Touch(). I have a short grace period after the rocket fires within which it doesn't explode on the player who fired it. Adam "amckern&quo

Re: [hlcoders] Interpolation of projectiles

2009-09-04 Thread Tom Edwards
s check. > > Chris > > -Original Message- > From: hlcoders-boun...@list.valvesoftware.com > [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards > Sent: Thursday, September 03, 2009 8:12 AM > To: Discussion of Half-Life Programming > Subject