I found what was causing the stuttering with 0 ping and in singleplayer. I disabled this code in cbaseentity_shared :
> > //----------------------------------------------------------------------------- > // Purpose: My physics object has been updated, react or extract data > > //----------------------------------------------------------------------------- > void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics ) > { > switch( GetMoveType() ) > { > case MOVETYPE_VPHYSICS: > { > if ( GetMoveParent() ) > { > Log_Warning( LOG_DEVELOPER_VERBOSE, "Updating physics on > object in hierarchy %s!\n", GetClassname()); > return; > } > Vector origin; > QAngle angles; > > pPhysics->GetPosition( &origin, &angles ); > > if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) || > !IsFinite( angles.x ) ) > { > Msg( "Infinite angles from vphysics! (entity %s)\n", > GetDebugName() ); > angles = vec3_angle; > } > #ifndef CLIENT_DLL > Vector prevOrigin = GetAbsOrigin(); > #endif > > for ( int i = 0; i < 3; ++i ) > { > angles[ i ] = AngleNormalize( angles[ i ] ); > } > > #ifndef CLIENT_DLL > NetworkQuantize( origin, angles ); > #endif > > if ( origin.IsValid() ) > { > SetAbsOrigin( origin ); > } > else > { > Msg( "Infinite origin from vphysics! (entity %s)\n", > GetDebugName() ); > } > SetAbsAngles( angles ); > > // Interactive debris converts back to debris when it comes to > rest > if ( pPhysics->IsAsleep() && GetCollisionGroup() == > COLLISION_GROUP_INTERACTIVE_DEBRIS ) > { > SetCollisionGroup( COLLISION_GROUP_DEBRIS ); > } > > #ifndef CLIENT_DLL > PhysicsTouchTriggers( &prevOrigin ); > PhysicsRelinkChildren(gpGlobals->frametime); > #endif > } > break; > . > . > . > . > However I still have stuttering when I set "net_fakelag" to anything > 0. And its gets worst the higher the FPS... On Fri, Apr 20, 2012 at 10:10 PM, Psy_Commando <psycomma...@gmail.com>wrote: > 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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