Everything would be solved if there was a working demo of the problem. If a random person can't download and reproduce the problem in one or two clicks... then....................... not going to be solved.
Please give us an exact copy of the sdk u are using. so there is no doubt we can reproduce the problem exactly. that is the only way it will be fixed, ever. On Wed, May 2, 2012 at 4:50 AM, Saul Rennison <saul.renni...@gmail.com> wrote: > 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 >> >> >> >> 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 > > _______________________________________________ > 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