Nick, if you knew anything about coding, you'd be able to make it work fairly quickly. He is not going to give you all the SDK code prepped and ready.
On Thu, Apr 26, 2012 at 11:17 PM, Nick <xnicho...@gmail.com> wrote: > The code you posted certainly is impressive. I just can't find an easy > way to put it in a sdk and run it? How to spawn the vech? > > Make an sdk with the files included that works, (with a working copy > of the mod) and all of the code and send a link to valve.. I am sure > they will help out. > > A single file isn't at all helpful compared to a working source code > copy, and actual files and a 10 step list to "test" the exact problem > you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE IF U > WANT ANY HELP ON SUCH A MASSIVE "PROBLEM".. > > On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando <psycomma...@gmail.com> > wrote: > > 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... > >> >> > >> >> > >> >> > >> >> _______________________________________________ > >> >> 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 > >> > > > > > > _______________________________________________ > > 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