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