I already posted a link to the pastebin with the whole code earlier (
http://pastebin.com/eMcKh1YL ). And who at valve would help ? Most of the
time I don't get answers when I mail devs. And what do you mean share what
the problem is with you, isn't it what I've been foing?

Is there any examples of simple moving predicted entities, besides the
player ? I could really use an example...

By the way, is what Stephen says accurate ? Is the net_fakelag command not
working on listen servers ?

On Thu, Apr 26, 2012 at 12:34 AM, Nick <xnicho...@gmail.com> wrote:

> 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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> >> please visit:
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> >>
> >>
> >
> >
> > _______________________________________________
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> > please visit:
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> >
> >
>
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