i am sorry joel. I don't know much about coding, and certainly not
enough to help with this issue.
That is why, i suggested he give a working sdk example of the bug he
is trying to fix.

I am trying to help, do you have any ways/ideas to help?

On Fri, Apr 27, 2012 at 10:18 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
>>
>
>
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> please visit:
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