If you're using the 2007 template SDK you might want to see if you
have SDK_USE_SPRINTING set. If it isn't then flMaxSpeed is set
incorrectly. I don't remember specifically what was going on but I
helped a user fix two issues in the template SDK:

http://developer.valvesoftware.com/wiki/Source_2007_Template_Fixes
http://developer.valvesoftware.com/wiki/Viewmodel_Prediction_Fix

I'd check cl_showerror 2 as well before commenting out sendprop entries.

On Wed, Jul 13, 2011 at 9:33 PM, Ryan Liptak <squeek...@hotmail.com> wrote:
> I was recently looking into this as well, and found this:
> http://forums.steampowered.com/forums/showthread.php?t=683570&page=3
>
> The specific solution: if you comment out these lines from the server player
> .cpp (sdk_player.cpp, for example):
>
> SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
> SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
> SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
>
> and
>
> SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
> SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
>
> the choppiness goes away. Not totally sure of any unintended consequences of
> this, though.
>
> From: Eek Glur
> Sent: Wednesday, July 13, 2011 8:17 PM
> To: Discussion of Half-Life Programming
> Subject: Re: [hlcoders] Choppy motion using the 2007 sdk mp template
>
> Alright, I've found a couple of related threads in the archive, but they are
> unsolved:
>
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg22902.html
> http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23814.html
>
> There's an apparent fix in that second link but I noticed it's already
> included in the SDK and I still have the issue (would hate to see what it
> was like before!). Another curious thing I noticed is that when driving a
> veihcle this problem doesn't persist, movement is smooth. Surely, I can't be
> alone with this, because I think it's very much an issue with the sdk code.
>
> Anyone?
>
> On Thu, Jul 14, 2011 at 2:00 AM, Eek Glur <iiy...@gmail.com> wrote:
>>
>> The SDK Skeleton does seem like an interesting starting base, assuming it
>> doesn't have that problem - but I think it might be a little too stripped
>> down for my needs (seeing that it can't actually start a playable server or
>> do anything by default). Unless perhaps that was just something I messed up,
>> but I get this error:
>>
>>> Client missing DT class CWaterBullet
>>> Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed.
>>>
>>> Dropped Player from server (Disconnect by user.)
>>
>> What codebase is this intended to be compiled with? Because, I see that it
>> includes a 'vgui_video.cpp', which isn't in any of the 2007 SDKs I pulled
>> from Source SDK (source code only and mp template) - Ended up removing it
>> because even by including the file (thanks Google), there was a link error
>> for it.
>>
>> Anyway, it would still be nice find a solution back at the template mod -
>> I've tried messing with the rates and interp console commands since the
>> rates seemed a little low, but I still get the same effect. Reading up on
>> interpolation though, it sounds very much like what the problem could be,
>> only I've no idea what to do about it, since I obviously won't be
>> understanding that completely, as a beginner.
>>
>> On Wed, Jul 13, 2011 at 8:31 PM, Tom Edwards <t_edwa...@btinternet.com>
>> wrote:
>>>
>>> Someone else was talking about this a while back, I think it was related
>>> to interpolation. I don't recall the fix, but I do know that the SDK
>>> Skeleton player doesn't have the problem.
>>> https://code.google.com/p/sourcesdk-skeleton/
>>>
>>> On that subject, an Alien Swarm version of the skeleton is nearing
>>> release. There's only multiplayer ragdolls left to get working. :)
>>>
>>> On 13/07/2011 7:28, Eek Glur wrote:
>>>>
>>>> Well, I noticed the problem in the beginning - so yes, I am experiencing
>>>> this in a clean base - 2007 multiplayer template, only fixes are compile
>>>> fixes, release build, default game directory (appid 218), etc. One strange
>>>> thing I noticed is that while playing is choppy, if I record a demo, on
>>>> playback it will be super smooth as if there wasn't a problem at all. It's
>>>> as if the client isn't properly syncronized with the server, while playing.
>>>> I don't know, but I've had some other people try it out, and they have the
>>>> same problem, too.
>>>>
>>>> Also, sorry for breaking format, I assumed receiving digests would still
>>>> send my threads back individually - not the case :P
>>>>
>>>>    How much and exactly where have you been "toying" with your source
>>>>    code? I
>>>>    assume you're not experiencing these issues with a clean,
>>>>    unmodified 2007
>>>>    scratch or template build?
>>>>
>>>>
>>>>
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>>>>
>>>
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>>>
>>
>
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