Did you create this entity on the server?

There is a lot of code the client player class does to make prediction
work.  I'd recommend just creating a clientside entity and manipulate that,
not the one from server.

On Thu, Apr 19, 2012 at 7:22 PM, Psy_Commando <psycomma...@gmail.com> wrote:

> 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
>>>
>>>
>>>
>>
>
> _______________________________________________
> 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

Reply via email to