cl_pclass classname

 

run that with your ship classname and you get a nice easy to read debug gui
to see what predicted variables are off for all predicted parts of that
entitytype. I only used it on an entity type I have 1 instance of so not
sure what behavior occurs if you have many of em.

 

From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Psy_Commando
Sent: Thursday, April 19, 2012 12:37 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?

 

Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep
is having the same problem.

On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando <psycomma...@gmail.com>
wrote:

Its called in the shared ProcessMovement method.I assume that method is
called at the same time on client and server..

 

On Tue, Apr 17, 2012 at 5:40 PM, Joel R. <joelru...@gmail.com> wrote:

Where are you running this simulation code?  You need to make sure it's in a
location that is sync'd with the server.

Also, I would not use GetNetworkOrigin, as I have seen it can become too
jittery, use GetLocalOrigin instead.  





On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando <psycomma...@gmail.com> wrote:

Doesn't the client interpolate automatically ? I thought that was what the
Network origin was for.
Anyways, I'm not really sure what they did but here's the handling code I'm
using, its mostly code made by the Eternal Silence guys modified to fit.
http://pastebin.com/6kVZJxiD

I think they basically just use vphysics for collisions, they rotate the
angles and velocity directly to steer the craft.

And also FakeJitter should be 0, I never changed it.

 

On Tue, Apr 17, 2012 at 4:58 PM, Joel R. <joelru...@gmail.com> wrote:

Also, when you added fakelag to reach about 300 ping, the red and green
crosshairs were still sync'd perfectly.  This should not be possible unless
you are extrapolating on the server, but even then it would go way off on
turns.

 

On Tue, Apr 17, 2012 at 3:55 PM, Joel R. <joelru...@gmail.com> wrote:

You will need to smooth out the origin and angles.  I'm not sure why but the
physics simulation cannot be followed without doing some sort of smoothing
to the origin/angles.  What I did was interpolate them by a small amount to
smooth out the kinks.  I created a "fakeOrigin" and "fakeAngles" that are
smoothed to the real values.

 

On Tue, Apr 17, 2012 at 3:51 PM, Psy_Commando <psycomma...@gmail.com> wrote:

using vphysics

 

On Tue, Apr 17, 2012 at 4:48 PM, Joel R. <joelru...@gmail.com> wrote:

Is the entity simulated using the physics object or bbox and gamemovement?




On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando <psycomma...@gmail.com> wrote:

I'm having a problem with an aircraft vehicle I've made. I asked the Eternal
Silence team for some pointers and they've shared their flight code with me,
but I'm still getting this weird jerkiness, even at 0ms of ping. I'm using
the Alien Swarm SDK for this.

Here's a video to show the problem :
http://www.youtube.com/watch?v=zs64WcoD_IQ

I'm really not sure what's the problem, I can post parts of the code here if
that would help.
Any suggestion would be greatly appreciated.

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