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.**** > > _______________________________________________ > 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**** > > **** > > **** > > > _______________________________________________ > 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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