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
>
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