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...
>>> >> >>
>>> >> >>
>>> >> >>
>>> >> >> _______________________________________________
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>>> archives,
>>> >> >> please visit:
>>> >> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >> >>
>>> >> >>
>>> >> >
>>> >> >
>>> >> > _______________________________________________
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>>> archives,
>>> >> > please visit:
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>>> >> >
>>> >> >
>>> >>
>>> >> _______________________________________________
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>>> >> please visit:
>>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>> >>
>>> >
>>> >
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>>> > please visit:
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>>> >
>>> >
>>>
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>>>
>>
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>>
>>
>>
>
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