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As a server admin, I'd like to run a Quake themed server that features Quake level remakes and QuakeWorld style player movement. To do this, I'd like to be able to specify all player movement paramete…
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thanks for creating this project which guide me to learn about client-side prediction & server reconciliation & snapshot-interpolation.
I read the source code and know that it is a time-based sync sy…
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Teleporter on default bNoDelete = False, so this actors replicted to client.
On replication Tag not sent. So when in code of Teleport called on local side:
```
foreach AllActors( class 'Teleport…
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**### Details**
CMoveData:GetVelocity() returns the zero vector on the clients (while it's fine on the server) causing for no movement predictions when walking on props - more common for when walking…
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I have a bunch of minor fixes but I'm unsure if they are wanted or not, lets give three examples
1) black holes when on the map will update the location of other ships client side ***without*** nee…
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How to reproduce bug:
- Start a new game (CS/HL/HL Mods/etc)
- `pause`
- Fire
**Expected behavior**:
Nothing happens.
**What you get:**
you see fire or reload animation of your weapon, sprays, you h…
ghost updated
5 years ago
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Site Example: http://predict.habhub.org/hourly/elsworth/
(There are many more hourly predictors for different sites, but i don't know all the URLs)
Functions:
* Generates forward predictions for …
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##### Minetest version
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All of them
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##### OS / Hardware
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Any
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##### Summary
High velocity head on player - entity collisions often fail, they pass through each other. Both ha…
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So, I noticed that when I switch a local game with lowest graphics preset from prediction off and on (`cg_nopredict off` on client or `g_synchronousClients 0` on server), performance drops from 1000fp…
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When there are dozens/hundreds of signals contained in one experiment, it's impossible to present the data until finishing loading all of them.
Let's consider using stream loading method to loading…