Like I said. Fake lag does not work properly on listen servers in ASW. You can check for any lag prediction issues by creating a local dedicated server and connecting to it, then fake lag works as intended. On Apr 28, 2012 8:32 PM, "Psy_Commando" <psycomma...@gmail.com> wrote:
> I made some progress changing the base class's base class to > CBaseAnimating instead of CPhysicsPropMultiplayer, it fixed some of the > stuttering, but once you add lag with net_fakelag it does it again. I can't > find the reason why the origin differs between client and server though, at > a glance it looks like the client is slightly ahead in time compared to the > server. > If it can help, here's the base class : > > Client : > c_prop_sfr_vehicle.h - http://pastebin.com/tqUFNGQZ > c_prop_sfr_vehicle.cpp -http://pastebin.com/eCKcE3VX > > Server : > prop_sfr_vehicle.h - h <http://goog_156218657>http://pastebin.com/zPb3HbEh > prop_sfr_vehicle.cpp - http://pastebin.com/5y1m0S89 > > On Fri, Apr 27, 2012 at 11:18 AM, Joel R. <joelru...@gmail.com> wrote: > >> 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 >> >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > >
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