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
>>>>>>
>>>>>> ****
>>>>>>
>>>>>> ** **
>>>>>>
>>>>>> _______________________________________________
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>>>>>> archives, please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>
>>>> _______________________________________________
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>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
>>> _______________________________________________
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>>> please visit:
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>>>
>>>
>>>
>>
>> _______________________________________________
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>> please visit:
>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>
>>
>>
>
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> please visit:
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>
>


-- 
-Tony
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