Found out why, the server ent returned false for IsPredicted() .

The plane is still jittery though, but here is the dump i get while moving
: http://dl.dropbox.com/u/13343993/abox0003.jpg
It would seem velocity differs, along with a few others.

On Thu, Apr 19, 2012 at 5:47 PM, Psy_Commando <psycomma...@gmail.com> wrote:

> 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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>>
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