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