From: <no...@so...> - 2002-05-05 23:12:18
|
Patches item #525126, was opened at 2002-03-03 14:53 You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=525126&group_id=3248 Category: BZFlag Group: None Status: Open Resolution: None Priority: 5 Submitted By: Valery Fouques (valoche) Assigned to: Tim Riker (timriker) Summary: Dead reckoning on MsgShotBegin Initial Comment: Hi, This patch updates a tank position when we receive the MsgShotBegin message. It assumes our predicted Azimuth is correct to compute the tank's position from the shot position. As far as I could see, it makes the lag much much easier to cope with. Files modified: RemotePlayer.cxx Valoche ---------------------------------------------------------------------- >Comment By: Frank Thilo (chestal) Date: 2002-05-06 01:12 Message: Logged In: YES user_id=48940 Fixed shockwave bug by calculating position differently for this flag. Patch attached. Note: This patch only updated the tank's position. It's heading could also be calculated from the firinginfo. In theory, even the tank's speed could be calculated for normal shots. I don't know if it's woth the hassle, though. The angular velocity is the one thing that we get no direct hint for. ---------------------------------------------------------------------- Comment By: Frank Thilo (chestal) Date: 2002-05-06 00:20 Message: Logged In: YES user_id=48940 I haven't tried it yet, but I think it's a good idea. It needs a check for shockwave, though. I would assume that the current code calculates a wrogn position for a shockwaving tank because the shockwave does not originate from the muzzle but from the tank's center. ---------------------------------------------------------------------- You can respond by visiting: http://sourceforge.net/tracker/?func=detail&atid=303248&aid=525126&group_id=3248 |