Oh, and did I mention that the Hl2 buggy does the same thing ?

On Sun, Apr 29, 2012 at 9:15 PM, Psy_Commando <psycomma...@gmail.com> wrote:

> Well I didn't change much from the ES code, I just cut the useful parts,
> and tweaked them to fit the vehicle code I had. So yeah, its pretty much
> the same thing they did, but I'm guessing maybe it was written that way to
> fix bug they had with the old prediction system, so that might explain why
> it doesn't work in my case.
>
> Also, since I want this to work in multiplayer, I have to have it shared
> between client/server. If its only server side the controls will be laggy,
> and if its client side, it will be difficult to update the position on
> other clients.
>
> I already did override the GetRenderOrigin method and copied the smoothing
> code for the player in there. The problem is that it works only if there
> are prediction errors detected, and it detects none.
>
> I think you're not far with the truth by saying it might be a battle
> between smoothing and simulation. One odd thing I noticed, is that when I
> run the game with maxplayer to 1, it runs only the server code, and the
> jitter is still there...
>
>
>
> On Sun, Apr 29, 2012 at 4:56 PM, Joel R. <joelru...@gmail.com> wrote:
>
>> I'd start from scratch again.
>>
>> Quick question though...  Are the ships in Eternal Silence updating the
>> client entity position and angles as you are?  Or is it server side only...?
>>
>> On the flip side... I would create my own custom clientside entity.  This
>> way YOU control everything that happens to it, and not the server, because
>> it appears like you are battling with the prediction system.  If the
>> origin/angles are off by a small tolerance (defined in c_baseentity.cpp),
>> the client will teleport immediately to the server values.
>>
>> Also, for the smoothing, I'd override the GetRenderOrigin and
>> GetRenderAngles functions.  This way you can display a smoothed
>> origin/angles, but the simulation origin and angles are still simulated
>> perfectly.  This may be another reason why you are getting jitter, because
>> of the battle between smoothing and simulation.
>>
>>
>>
>> On Sun, Apr 29, 2012 at 2:39 PM, Psy_Commando <psycomma...@gmail.com>wrote:
>>
>>> Finally got the dedicated server to work with my local network ip. It
>>> does the same thing as with net_fakelag on the listen server, it doesn't
>>> look broken to me...
>>>
>>> Still can't find what part of the code is causing the stuttering...
>>>
>>>
>>> On Sun, Apr 29, 2012 at 10:43 AM, Ben Pye <bfh...@gmail.com> wrote:
>>>
>>>> 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...
>>>>>>>>> >> >>
>>>>>>>>> >> >>
>>>>>>>>> >> >>
>>>>>>>>> >> >> _______________________________________________
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>>>>>>>>> archives,
>>>>>>>>> >> >> please visit:
>>>>>>>>> >> >>
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>>>>>>>>> >> >>
>>>>>>>>> >> >>
>>>>>>>>> >> >
>>>>>>>>> >> >
>>>>>>>>> >> > _______________________________________________
>>>>>>>>> >> > 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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>>>>>>>>> > please visit:
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>>>>>>>>> >
>>>>>>>>> >
>>>>>>>>>
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>>>>>>>>
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>>>>>>>>
>>>>>>>>
>>>>>>>>
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>>>>>>
>>>>>>
>>>>>>
>>>>>
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>>>>>
>>>>>
>>>>>
>>>>
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>>>>
>>>
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>>
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>
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