I can't remember by reading that output, without seeing your code, but the prediction dump is showing that the entity is 0 0 0 on either the server or client. ie: it's only moving on one, and not both.
That's your jitter. -Tony On Fri, Apr 20, 2012 at 9:41 AM, Joel R. <joelru...@gmail.com> wrote: > 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 >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony
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