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 >> >> >> > > _______________________________________________ > 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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