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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