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...
>>
>>
>>
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>
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