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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