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 > > >
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