in bugs it says: "The ENT_SENDNOW function caused overshoot effects under some circumstances in multiplayer games when movement prediction was enabled and the update rate was low (fixed in A6.34.3). Workaround: disable movement prediction and increase the entity update rate." i know in the tutorial there was aleady a way around it and it was most likley already fixed. but it does seem to be where my code fails.
in the A7 Update it metions this:
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LC When a client connects, the "on_server" event now receives the client number. All send functions also accept the client number to send data to a certain client.
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Could the modifing of the "on_server" function have messed up alot of peoples MP codes?
The great lockweed multiplayer tutorial doesnt work on A7 i've found the on_server function to be simply dead! on_client could also be down.
Has anyone managed to solve this problem?
Last edited by RyuShinji; 02/25/08 00:32.