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Being moved a large distance while pulling something should "yank it out of your hands" so to speak. As of right now, being teleported causes you to do your best Mr. Danny Phantastic impression, using…
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### Terms
- [X] I'm using the very latest version of ItemsAdder and its dependencies.
- [X] I am sure this is a bug and it is not caused by a misconfiguration or by another plugin.
- [X] I already se…
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Player movement should be transferred to the server at a specific rate (every 100 ms?), complete with client-side prediction.
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Currently, only certain actions are predicted on the client side, before the server responds to the action. These include moving items, breaking and placing nodes, and crafting.
However, it would b…
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Implement a server-side cvar to allow the server to work if a client is using Server-Side weapon prediction (cl_lw 0). Since it seems that the whole CS 1.6 Community used to (Used to since they moved …
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Pressing Ctrl-L in mosh seems to be triggering a client-side repaint. This is good for single-terminal sessions, but it's not always desirable. For example, when using https://github.com/christoomey/v…
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### Describe the project you are working on
Networked player movement with client-side prediction
### Describe the problem or limitation you are having in your project
Quick summary of cl…
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**Description**
We're trying to deploy a translation model using Pytriton to GCP Cloud Run. So far we've managed to deploy the model and get it running successfully but we've encountered a small pr…
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Using Qibs for speed/jump pad effects is very neat and simple to create but unless all players are required to use Noxesium wherever they're being used, you have to make some sort of server-sided impl…
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**What Do You Want?**
To test out sending inputs to the server, and then using a tick-state-based method of interpolation etc
**How Do We Do It?**
http://www.codersblock.org/blog/client-side-pred…