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? >>>> >>>> >>>> >>>> _______________________________________________ >>>> 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 >>> >> > > ________________________________ > _______________________________________________ > 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders