*I meant in MP with predictions off On Wed, May 2, 2012 at 12:39 AM, Psy_Commando <psycomma...@gmail.com> wrote:
> 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 >>>>>>>>>> >>>>>>>>>> >>>>>>>>>> >>>>>>>>> >>>>>>>>> _______________________________________________ >>>>>>>>> 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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