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Weird networked camera.orbitObject behavior [56k warning]


Tiel

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When telling a client.camera to orbitobject around a serverside object, it will work as expected. Perfect!


http://imageshack.com/a/img923/2739/LnrQvS.gif


However, upon

newtonMode=true;

 

While the camera will perform smoothly on a localclient connection,


http://imageshack.com/a/img923/2442/fRgrEO.gif


any clients attempting to connect through gameconnection means will have a positively jerky experience.


http://imageshack.com/a/img924/7886/3XSXhS.gif


The camera will function fine in newtonmode as long as it's not tracking a moving serverside object. I'm convinced it's a networking issue given the circumstances but I don't know how to go about fixing it.


Help pl0x?



PS: Running T3D 3.10

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