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
>>>>>>>
>>>>>>> ****
>>>>>>>
>>>>>>> ** **
>>>>>>>
>>>>>>> _______________________________________________
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>>>>>>> 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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>> please visit:
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>>
>>
>>
>
>
> --
> -Tony
>
>
> _______________________________________________
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> please visit:
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>
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>
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