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. _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
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