





























1
(gdb) bt
#0 GI_raise (sig=sig@entry=6) at ../sysdeps/unix/sysv/linux/raise.c:51
#1 0x00007ffff63f042a in GI_abort () at abort.c:89
#2 0x00007ffff642cc00 in __libc_message (do_abort=do_abort@entry=2, fmt=fmt@entry=0x7ffff6521fd0 " Error in %s': %s: 0x%s \n")
at ../sysdeps/posix/libc_fatal.c:175
#3 0x00007ffff6432fc6 in malloc_printerr (action=3, str=0x7ffff6522028 "munmap_chunk(): invalid pointer", ptr=, ar_ptr=)
at malloc.c:5049
#4 0x0000555...
































also i probably need a lesson on the difference between netobject and netmessage






















any idea why other players' gun look so shaky during fast movement?













so the intragametick doesn't adapt to 25 ticks?












no even backward?







i don't get it. i don't care about other tee for now. i just want to know why backward interp is buggy. (edited)














but i guess if we really don't care about how other tees looks then we can just leave it as is. (if it is the tick issue)



let me check the intragametick values just to be sure

won't fix?



maybe just do some animation style interpolation instead of keeping accuracy.











































i mean if the interpolation could be better it probably won't matter too much. even csgo only has 20tick demo.





























.





it is the most smooth way i suppose



























it was always that way



please don't replace it




































teehistorian-ddnetver-old@ddnet.tw


