It would really come in handy for me to use it, because so I wouldn't have to send my own time information over the network and cause unneeded traffic. If I correctly understood it, the network messages go through the same event handler as normal window-messages, so i can get it by an own message handler ScanMessage()?
Re: get server time on client
[Re: Scorpion]
#279994 07/20/0912:5607/20/0912:56
No, the network messages go through a different message handler. SVC_TIME does not send a real time, it sends a clock value for dead reckoning. What for do you need the server time? If it's for the time of the day or the time of the game, you need to send it through a variable.
Re: get server time on client
[Re: jcl]
#280098 07/20/0923:1507/20/0923:15
I would need it for dead reckoning (which is not controlled by the entitys position, angle, etc, but by the keyboard inputs of the client), too, to correct moves in the past. Then I'll try to send some kind of time offset from gamestart or something similar to control it. shouldn't probably not make such a great difference in traffic (and as a mp-newbie i probably waste enough of it in other parts of my code)
Re: get server time on client
[Re: Scorpion]
#280153 07/21/0907:0507/21/0907:05