Predictions are on. Also I think this may not be entirely attributable to ASW. I found in one of my old vids that the stuttering in vehicles wasn't present in my early vids, the hl2 buggy worked before, I guess I must have broken something somewhere. I wonder what though... The template SDK for alien swarm by Doplhur seems to have the same problem, the jeep is doing the same thing.
I printed the velocity of the client and server to the hud, and they're identical, cl_pclass isn't reporting the velocity correctly for some reasons... Also here's the full code, some of it is from Eternal Silence, its pretty messy though. : http://pastebin.com/eMcKh1YL I used a CPhysicsPropMultiplayer as the base prop, because the other prop types made even weirder stuff. On Thu, Apr 19, 2012 at 11:40 PM, Tony "omega" Sergi <omegal...@gmail.com>wrote: > 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 > > > _______________________________________________ > 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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