I haven't fully analyzed the code, but i was just thinking..
you're using alien swarm.. why use the sdk template for alien swarm for
what you want? use alien swarm itself, duplicate the marine and make the
duplicate a vehicle that flies instead of walks around.
alien swarm already has the 'predicted player controlled other entity'

-Tony


On Sat, Apr 21, 2012 at 3:16 AM, Psy_Commando <psycomma...@gmail.com> wrote:

> 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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> please visit:
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>
>
>


-- 
-Tony
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