*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
>>>>
>>>>
>>>>
>>>
>>
>
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders

Reply via email to