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...
>>>
>>
>
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