-- [ 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. > > > > > > > > > > > > -- > > > > > > > > > > > > _______________________________________________ > > > > > > To unsubscribe, edit your list preferences, or view the > > > list archives, > > > > > please visit: > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > > To unsubscribe, edit your list preferences, or view the > > > list archives, > > > > > please visit: > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > > > > > > -- > > > > -omega > > > > -- > > > > > > > > _______________________________________________ > > > > To unsubscribe, edit your list preferences, or view the > > > list archives, > > > > please visit: > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > > > > > > -- > > > Regards, Ross Bearman > > > -- > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list > > > archives, please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > -- > Regards, Ross Bearman > -- > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders