You're right, ignore what I replied with earlier, it does nothing to solve the issue. I just tested the sprinting fix on its own with a fresh 2007 SDK template and it fixes the jittery movement (by the way, if anyone wants to see the issue clearly, use host_timescale 0.1 on a fresh 2007 SDK template mod).

-----Original Message----- From: Ryan Kistner
Sent: Wednesday, July 13, 2011 8:56 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Choppy motion using the 2007 sdk mp template

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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