I don't know how this worked for you, because I applied both patches with
and without sprinting enabled, and nothing changes, but you are right -
host_timescale 0.1 is a great way of demonstrating the problem. Any more
ideas? What could I have done wrong :/

On Thu, Jul 14, 2011 at 6:56 AM, Ryan Liptak <squeek...@hotmail.com> wrote:

> 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/Source_2007_Template_Fixes>
>> http://developer.**valvesoftware.com/wiki/**Viewmodel_Prediction_Fix<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<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/msg22902.html>
>>> http://www.mail-archive.com/**hlcoders@list.valvesoftware.**
>>> com/msg23814.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/<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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>>>>>> please visit:
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>>>>>>
>>>>>>
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>>>>> please visit:
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>>>>>
>>>>>
>>>>
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>>>
>>>
>>>
>>>
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>>
>>
>
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>
>
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