Well its an entity that exist on both client and server. I'll use it in mp so making it clientside isn't an option.
On Thu, Apr 19, 2012 at 8:28 PM, Joel R. <joelru...@gmail.com> wrote: > 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 > > >
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