i think you should give us a basic code, and send it to valve... only valve can help you. Usually valve is quite nice, and I am sure they wouldn't mind helping you out, as long as you can share what the problem is with the rest of us.....
On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando <psycomma...@gmail.com> wrote: > 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 >> >> > > > _______________________________________________ > 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