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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0002942 | Zandronum | [All Projects] Suggestion | public | 2016-12-03 12:40 | 2016-12-03 12:40 | ||||||||
Reporter | Lance | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | feature | Reproducibility | N/A | ||||||||
Status | new | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0002942: Clientside prediction in A_PlaySound with weapons? | ||||||||||||
Description | I notice that decorate already predicts pretty well when it comes to weapons, one thing I've noticed when working with source is that it predicts a lot of it's weapon feedback, in this particular case sound. I notice that if you start clocking over 100 ms of ping the sound kind of gets left behind from the animation and throws it totally out of sync, considering the animation is predicted, whilst the sound is not. This can give players with higher latency iffy feedback since usually those two are intended to be synchronized. Perhaps play the sound once clientside, then send it to all other clients? Surely this would help smoothen out weapon prediction for higher latency players | ||||||||||||
Attached Files | |||||||||||||
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Supporters: | Slim |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2016-12-03 12:40 | Lance | New Issue |
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