Pretty cool dance moves. Check the demo.
Probably has something to do with the new hitbox commits.
Revert "game: temporary workaround for shaking models, refs #735"
This reverts commit 4badfd4b0819f4ed5132eca23acf7aafd22ecbcc.
I watched that demo and for me nothing is happening
- Priority changed from Normal to High
It seems that the problem can’t be seen on the demo. You have to do it yourself then. Host a game and open a new client to join the local game. You will see it when you spectate it.
- Status changed from New to Confirmed
- Related to Feature #198: All new hitbox and bounding box system added
Responsible commit seems to be eb6b0b62c3635eb1fec5ca0d3bcddcfc6ffb0da3.
I’ve also 2 additional related warnings:
/src/game/g_antilag.c:520:8: warning: unused variable 'buffer' [-Wunused-variable]
/src/game/g_antilag.c:919:2: warning: implicit declaration of function 'PmovePredict' is
invalid in C99 [-Wimplicit-function-declaration]
I have no shake. How to reproduce?
I had those same warnings on VS. Well there’s no way to reproduce it... Just spectate a player model with another client. All I can give as advice.
I can reproduce it it only occurs in hosted client
Host Game with 1 client and connect to this sercer with 2nd one
Yes, it does occurs only with a listen server.
Also, in the client console (not the listen server console) the following warning appears:
WARNING: server is not allowed to set sv_fps=20
This might be related to this issue.
... WARNING: server is not allowed to set sv_fps=20 ...
I get this warning always when I play with ET:L in nq servers but just got this warning for the first time in a local game today.
Not sure if this helps, but the issue isn’t visible when reverting the last parameter of BG_PlayerStateToEntityState() to qfalse in g_active.
- Target version changed from 2.71 to 2.72
Interesting fact: this issue only happens at the initial map spawn. Once killed + respawn, models aren’t shaking anymore.
Hmm, no. Seems somewhat random...
- Target version changed from 2.72 to 2.78
- Priority changed from High to Normal
I just found out today that this issue isn’t mod related at all. I had this bug occuring also in NQ. I tried out overheating stuff there in \devmap.
For what it’s worth: setting com_maxfps = 20 "fixes" the issue. It seems related to sv_fps = 20 sets server-side.
- Related to Bug #285: Make sv_fps independent from the code added
- Status changed from Confirmed to Feedback
- Target version changed from 2.78 to 2.74
This issue seems fixed. I can’t reproduce it with latest code.
I did start a listen server and connected with another client → no shaky shaky
I didn’t manage to reproduce the problem. I hosted a game with client and connected with another client. I couldn’t see anything strange while spectating. Isn’t there any a bit more detailed info to share?
The two clients should be playing (look one with the other), you won’t notice the bug as spectator. Bots aren’t affected.
Start two clients, one on Allies, one on Axis. Choose either of those players and go to the other. If you can’t see the shake, shoot once and it should at latest start then.
I can’t test this myself now. Next week probably.
I’ve got the impression it’s a cvar related bug.
- Category set to Mod generic
- Status changed from Feedback to Fixed
- % Done changed from 0 to 100
"A fast client will have multiple ClientThink for each ClientEndFrame, while a slow client may have multiple ClientEndFrame between ClientThink."
The shaking appears because we kept passing from corrected/interpolated value to the non corrected value. We need to enable the interpolation code in ClientThink_real, AND in ClientEndFrame at the same time. This also explain why having com_maxfps=20 doesn’t produce shaking, because sv_fps=20 too! So... ClientEndFrame = ClientThink
- Related to Bug #707: Players warping in LAN games (listen server) added
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