I'm not using the template, I just removed the asw junk I didn't need, and re enabled the player. But that idea of using the marine as vehicle is interesting, the only thing i'm not sure about is the transition between player control and vehicle(marine clone) control.
On Fri, Apr 20, 2012 at 8:32 PM, Tony "omega" Sergi <omegal...@gmail.com>wrote: > 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 > > > _______________________________________________ > 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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