With the dedicated server run with the argument "-ip 127.0.0.1" and then it should listen on localhost.
On Sun, Apr 29, 2012 at 12:36 AM, Psy_Commando <psycomma...@gmail.com>wrote: > You're sure about that ? you're the first person to tell me that. > Besides, I can't connect to a dedicated server on the same machine for > some reasons, it just timeouts, whether I use 127.0.0.1 or my local network > IP. > > > On Sat, Apr 28, 2012 at 5:09 PM, Stephen Swires > <stephen.swi...@gmail.com>wrote: > >> 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 >>> >>> >>> >> _______________________________________________ >> 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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