I'm starting to think something on the server is messing with the
server-side position..

I ran the code in MP , and noticed that the clientside position was steady,
while the server-side pos was jittering.
http://www.youtube.com/watch?v=m5w3dT7F6Q4&feature=youtu.be


On Mon, Apr 30, 2012 at 4:46 PM, Psy_Commando <psycomma...@gmail.com> wrote:

> 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...
>>>>>>>>>> >> >>
>>>>>>>>>> >> >>
>>>>>>>>>> >> >>
>>>>>>>>>> >> >> _______________________________________________
>>>>>>>>>> >> >> 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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>>>>>>>> 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:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>>
>>>
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>>> please visit:
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>>>
>>>
>>>
>>
>
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