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 >> > > > _______________________________________________ > 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