Wait, it worked with "weapon_smg1" but it doesn't work with my entity..

On Thu, Apr 19, 2012 at 4:55 PM, Christopher Harris
<char...@resrchnet.com>wrote:

> It should be like for instance****
>
> ** **
>
> **-          **cl_pclass prop_physics or cl_pclass weapon_crossbow****
>
> ** **
>
> Also make sure that developer convar is set to at least 1. ****
>
> ** **
>
> *From:* hlcoders-boun...@list.valvesoftware.com [mailto:
> hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Psy_Commando
> *Sent:* Thursday, April 19, 2012 4:15 PM
>
> *To:* Discussion of Half-Life Programming
> *Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?****
>
> ** **
>
> I tried cl_pclass with the class name, but nothing happens.
>
> Also, after a few minutes of messing around I get this assert :
> src\game\server\baseentity.cpp (460) : Assertion Failed: fabs(
> CoordFromCell( cellwidth, cell[0], pOut->m_Vector[ 0 ] ) - v->x ) <
> cellEpsilon
> swarm.exe has triggered a breakpoint****
>
> On Thu, Apr 19, 2012 at 3:12 PM, Christopher Harris <char...@resrchnet.com>
> wrote:****
>
> 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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