Don't worry Tony, he'll ignore you again, and ask for the next week what's still wrong.
On Wednesday, May 2, 2012, Tony "omega" Sergi wrote: > Like i said in the first place.. it's only simulating properly on ONE > SIDE. which is why you're jittering. > I'm sorry I don't have time to actually play with it for you, but if you > listen to me that should get you on the right track. > the client side is running it's update code as it should, but the server > is not moving. so the client is "fighting" with the networked values. > > On Wed, May 2, 2012 at 1:40 PM, Psy_Commando <psycomma...@gmail.com>wrote: > > *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. > Update on prediction > 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: > > W > > -- > -Tony > > -- Kind regards, *Saul Rennison*
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