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