As I said. looking at your prediction dump, it's not actually predicting
properly.
Either they're not updating at the same rate, or they're not running the
same code producing the same results.
see your screenshot: http://dl.dropbox.com/u/13343993/abox0003.jpg
notice in red, velocity is 0 0 0 that means
disabling VPhysicsUpdate is not the solution, as that means you break every
vphysics object. Look at what it's doing, it's getting it's position after
vphysics simulates and updating the entity.
so unless you're trying to make a purely client-authoritive ship, you can't
disable that without adding code to update the position from the client.



On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires <stephen.swi...@gmail.com>wrote:

> It maybe worth mentioning that net_fakelag is broken on listen servers in
> Alien Swarm. It works on dedicated, however
>
>
> On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>
>> 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...
>>
>
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