Nick, ppl only need that piece of specific code sometimes, the rest can just be 
discussed on points of interest. Which is what this mailing list is for.
Nobody will upload a full working codebox to test it out, as the snippet of 
relevant code is the only part thats interesting to the case.

He's only looking for pointers and idea's. That way he finds new places to 
explore in relation to the problem.

Uploading the complete edited kit where he has a problem with solves nothing. 
For 99.9999 % of all that is not relevant, not even withstanding that uploading 
a SDK is against terms most probably of the SDK. He stated that he used a 
certain SDK, and that his relevant snippet of code is on a certain place. Thats 
all thats needed really.


>________________________________
> From: Nick <xnicho...@gmail.com>
>To: Discussion of Half-Life Programming <hlcoders@list.valvesoftware.com> 
>Sent: Thursday, 3 May 2012, 6:34
>Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
> 
>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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>>
>
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