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.****
>>>>>
>>>>> _______________________________________________
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>>>>> please visit:
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>>>>>
>>>>>
>>>>>
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>>>>> please visit:
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>>>>>
>>>>>  ****
>>>>>
>>>>>
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>>>>> please visit:
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>>>>>
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>>>>>
>>>>>  ****
>>>>>
>>>>>
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>>>>>
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>>>>>
>>>>>
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>>>>>
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>>>>>
>>>>>
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>>>>>
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>>>>>
>>>>>  ****
>>>>>
>>>>>
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>>>>> please visit:
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>>>>>
>>>>> ****
>>>>>
>>>>> ** **
>>>>>
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>>>>> please visit:
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>>>>>
>>>>>
>>>>>
>>>>
>>>
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>>> please visit:
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>>>
>>>
>>>
>>
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>>
>>
>>
>
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