Well, you have to make sure prediction is turned on. If prediction is off, the NetworkOrigin and NetworkAngles and NetworkVelocity will be updating the Origin/Angles/Velocity, and you end up having this struggle between server updating your position and you updating it on the clientside.
On Thu, Apr 19, 2012 at 7:39 PM, Psy_Commando <psycomma...@gmail.com> wrote: > 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 >> >> >> > > _______________________________________________ > 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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