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[ Picked text/plain from multipart/alternative ]
Yea my problem is isolated to Episode 2 with scratch/mp mods.
m_vecNetworkOrigin is getting messed up somewhere.

On Feb 5, 2008 4:50 PM, Ross Bearman <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Jay, do you want to post the code, or could you get in contact with us at
> [EMAIL PROTECTED] Would be a great help, a soon as we can merge it
> in
> an test it I'll get back to the list about how it performs in MP.
>
> On Feb 5, 2008 10:22 PM, Jay Stelly <[EMAIL PROTECTED]> wrote:
>
> > It sounds like you guys are all talking about different problems.  The
> > original post said:
> >
> > > Also the default movement for players stutters as you walk, jump or
> > fall.
> >
> > That doesn't sound like it's related to motion blur, or physics objects
> > and it certainly doesn't happen in tf2 (at least not on my machine).
> > That sounds more like a prediction or interpolation problem.  It should
> > be easy enough to isolate by disabling prediction or running on a listen
> > server in single player mode.
> >
> > As far as problems with physics objects and movement - I did fix a
> > couple of things on that between ep1 and TOB.  There are still
> > prediction errors in that case because the simulation is still server
> > only, but the player command scheduling code changed to fix a problem
> > with jitter/batching in the usercmds arriving at the server.  You
> > wouldn't notice any of these problems in single player except on the low
> > end where sv_alternateticks 1 creates a similar situation.  I haven't
> > tested that code against HL2MP but I imagine it would help with the
> > player movement over physics props if integrated.
> >
> > Jay
> >
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED] On Behalf Of
> > > Ross Bearman
> > > Sent: Tuesday, February 05, 2008 12:51 PM
> > > To: hlcoders@list.valvesoftware.com
> > > Subject: Re: [hlcoders] OB Scratch Mod (Movement Stutter)
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ] It's also
> > > definitely not motion blur as the SourceForts build that has
> > > the bug is in an older SDK. The problem most commonly occurs
> > > in SourceForts when people push a physics object up against
> > > another one, unfortunately even after extensive testing we
> > > couldn't replicate it to any degree of success.
> > > It would just happen, seemingly randomly. I've only ever got
> > > it once or twice, some people get it to an unbearable level.
> > >
> > > Our proposed fix was "Make player jump 0 units (stop looking
> > > at me funny) every few seconds or every time a movement key
> > > is pressed to minimise the noticeable effect of jitter bug."
> > >
> > > I'm not sure whether this has been tested yet our end, so you
> > > may want to try this as a fix.
> > >
> > > On Feb 5, 2008 8:32 PM, Tony omega Sergi <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ] The problem he's
> > > > reporting can't possibly have anything to do with motion
> > > blur. Motion
> > > > blur is a post processing effect done purely after
> > > everything has been
> > > > rendered. He said he's printing cl_pdump 1 (1 being his player's
> > > > entity) and it's showing that m_vecNetworkOrigin is
> > > constantly out of
> > > > sync.
> > > >
> > > > This definitely leads me to believe there is a prediction
> > > problem, but
> > > > I don't really know what it is either. I've had this happen after I
> > > > slam into a wall while walking, and then having it fix itself by
> > > > jumping. It actually all started after a steam update a while back,
> > > > and nothing that I can see in the game code itself has changed.
> > > >
> > > >
> > > > On Feb 5, 2008 2:30 PM, Garry Newman <[EMAIL PROTECTED]> wrote:
> > > >
> > > > > I think the stuttering only happens in listen servers
> > > when you're the
> > > > > host and is just the motion blur stuttering. I'm pretty sure it
> > > > > happens in TF2 too.
> > > > >
> > > > > garry
> > > > >
> > > > > On Tue, Feb 5, 2008 at 7:18 PM, Joel R.
> > > <[EMAIL PROTECTED]> wrote:
> > > > > > --
> > > > > > [ Picked text/plain from multipart/alternative ]
> > > > > > I still haven't figured this out, it seems to happen on
> > > Scratch Mod
> > > > and
> > > > > > Multiplayer Mod.  When I use cl_pdump 1 to show my data
> > > it says that
> > > > > > m_vecNetworkOrigin is always out of sync with the
> > > server (shows in
> > > > red)
> > > > > when
> > > > > > I move.  I tried upping the prediction tolerance to
> > > 100.0f and it
> > > > still
> > > > > was
> > > > > > incorrect.
> > > > > >
> > > > > > I'm able to debug fine so it is loading the correct
> > > DLLs, but I don't
> > > > > > understand how no one else has this problem or notices it.
> > > > > >
> > > > > > --
> > > > > >
> > > > > > _______________________________________________
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> > > > > please visit:
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> > > > > >
> > > > > >
> > > > >
> > > > > _______________________________________________
> > > > > To unsubscribe, edit your list preferences, or view the
> > > list archives,
> > > > > please visit:
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> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > -omega
> > > > --
> > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the
> > > list archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> > > --
> > > Regards, Ross Bearman
> > > --
> > >
> > > _______________________________________________
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> > > archives, please visit:
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> > >
> > >
> >
> > _______________________________________________
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> > please visit:
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> >
> >
>
>
> --
> Regards, Ross Bearman
> --
>
> _______________________________________________
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> please visit:
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>
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