Alright, what else could be causing jittering ? There is so little going on in that entity.
On Sat, Apr 21, 2012 at 8:40 PM, Tony "omega" Sergi <omegal...@gmail.com>wrote: > 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... >>> >> > > _______________________________________________ > 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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