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
>>>>> >> >>
>>>>> >> >>
>>>>> >> >
>>>>> >> >
>>>>> >> > _______________________________________________
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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:
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>>>>> >
>>>>> >
>>>>>
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>>>>>
>>>>>
>>>>
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>>>>
>>>>
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>>
>
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