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.****
>>>>
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>>>
>>
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