Ooo, I love you. You have indeed fixed both the problems with running and
sprinting, it works as smooth as ever! (well, that was redundant- it never
did!). Thanks, It's good now that the core of movement is fixed, since what
I'm messing around with is heavily based on fast moving players, so it was a
big problem for me (since it's even more noticable). There are some minor
issues still though: the process of moving to and from a crouched position
messes up prediction (not really noticable) and the water problem I
mentioned (this one is very noticeable, I remember this being a CS:S beta
problem which was fixed) - Oh, and thanks for that James (and sorry for
misunderstanding), but that seems to be another issue - what I'm talking
about happens in both shallow (ie. not swimmable) and deep water, it's a
visibly jittery motion. I'm starting to fear making changes to the movement
code now D:

On Fri, Jul 15, 2011 at 2:12 AM, Ryan Kistner <[email protected]> wrote:

> Thanks to another user, Maestro, who pointed out that the prediction
> table was missing, I fixed the initial penalty. The final patch is
> available on the wiki:
>
> http://developer.valvesoftware.com/wiki/Source_2007_Template_Fixes
>
> On Thu, Jul 14, 2011 at 5:40 PM, Ryan Kistner <[email protected]> wrote:
> > I haven't check what the issue is with water, but if you want to fix
> > the prediction issues with the SDK sprinting here's a quick diff
> > without the initial sprint penalty (undo the earlier patch that fixed
> > non-sprinting movement):
> >
> > http://dl.dropbox.com/u/759758/sdk_sprint.patch
> >
> > The initial penalty isn't predicted correctly so you'll get jumpy
> > movement when you start and stop sprinting. I tried a couple things
> > and nothing really fixed the issue, so I've just disabled it for now.
> > The other part changes gpGlobal->frametime to the tick interval, as I
> > think that code would have issues outside of a listen server.
> >
> > On Thu, Jul 14, 2011 at 3:31 PM, James Pizzurro
> > <[email protected]> wrote:
> >> Oh, sorry, that wasn't meant to be interpreted as sarcasm (I blame the
> >> Interwebs).
> >>
> >> But alas, I think I can redeem myself with a wiki page I created some
> years
> >> ago that fixes at least some of those water animation issues, although I
> >> thought it only pertained to non-template SDK 2007:
> >> http://developer.valvesoftware.com/wiki/Fix_Missing_Player_Animations
> >>
> >> On Thu, Jul 14, 2011 at 4:07 PM, Eek Glur <[email protected]> wrote:
> >>>
> >>> Thanks for that sarcasm, but it could also imply that the issue with
> laggy
> >>> movement was (assumed to be) only present when sprinting was disabled,
> thus
> >>> was fixed for that situation. Either way -> pointless issue. I will
> take a
> >>> look into it, but even then - I've already noticed more issues that I'm
> >>> probably just fighting a loosing battle -> movement issues persist when
> >>> crouching and walking in water, and sometimes just completely randomly
> when
> >>> walking. The hl2dm branch seems not to have all the issues, but even
> that
> >>> works the same in water. *pulls hair out*
> >>>
> >>> On Thu, Jul 14, 2011 at 8:02 PM, James Pizzurro
> >>> <[email protected]> wrote:
> >>>>
> >>>> The title of that fix on the VDC is actually quite clever, being "Fix
> >>>> laggy movement when Sprinting is disabled," which seems to imply it's
> only
> >>>> for mods that want sprinting disabled entirely, so I'm not too
> surprised to
> >>>> hear it doesn't work for mods that want sprinting enabled but the
> "laggy
> >>>> movement" fixed.
> >>>>
> >>>> That said and while I don't have the source code in front of me to
> pull
> >>>> up, I'd probably start by searching for all instances of
> "m_flRunSpeed" and
> >>>> look for anything pertaining to updating movement (which I imagine
> will be
> >>>> the majority of the results). I'd be surprised if that search didn't
> give
> >>>> you at least one lead to go off of.
> >>>>
> >>>> On Thu, Jul 14, 2011 at 2:23 PM, Eek Glur <[email protected]> wrote:
> >>>>>
> >>>>> Up-on reverting to a completely clean SDK, I can see that this does
> >>>>> somewhat work, sorry for that! However there are still some big
> problems:
> >>>>> the patch (as far as I can tell) for sprinting just sets the players
> speed
> >>>>> to their defined sprint speed instead of  run speed, not much of a
> problem
> >>>>> if you don't use sprinting since the movements are smooth (YAY). But
> if you
> >>>>> do, then running is the same as sprinting, and there are lots of
> >>>>> inconsitencies with moving - By default movement is choppy, when
> sprinting
> >>>>> movement is choppy (yet sometimes not choppy?), when reverting to
> normal
> >>>>> movement after sprinting movement is smooth again. So, it does seem
> workable
> >>>>> to use without sprinting/stamina, although, it's not a complete fix -
> >>>>> which'd be nice! (also it seems kind of overcomplicated to modify
> movement
> >>>>> code without coming up with this problem over and over again,
> currently).
> >>>>>
> >>>>> Thanks all.
> >>>>>
> >>>>> On Thu, Jul 14, 2011 at 5:38 PM, Eek Glur <[email protected]> wrote:
> >>>>>>
> >>>>>> 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 <[email protected]
> >
> >>>>>> 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/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 <
> [email protected]>
> >>>>>>>> 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/[email protected]/msg22902.html
> >>>>>>>>>
> >>>>>>>>>
> http://www.mail-archive.com/[email protected]/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 <[email protected]>
> 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
> >>>>>>>>>> <[email protected]>
> >>>>>>>>>> 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
> >>>>>>>>
> >>>>>>>
> >>>>>>>
> >>>>>>> _______________________________________________
> >>>>>>> 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
> >>>>>
> >>>>>
> >>>>
> >>>>
> >>>>
> >>>> --
> >>>> James Pizzurro
> >>>> Co-founder, Programmer
> >>>> Agent Red Productions
> >>>> 646-341-3333 direct
> >>>> [email protected] | www.agentredproductions.com
> >>>>
> >>>> _______________________________________________
> >>>> 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
> >>>
> >>>
> >>
> >>
> >>
> >> --
> >> James Pizzurro
> >> Co-founder, Programmer
> >> Agent Red Productions
> >> 646-341-3333 direct
> >> [email protected] | www.agentredproductions.com
> >>
> >> _______________________________________________
> >> 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
>
>
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