It's probably your movement type.
If you're simulating with vphysics, then you've gotta use either
applyvelocityimpulse or make a motion controller to apply the velocity
properly.
if you're not using movetype_vphysics then SetAbsVelocity should work with
for example MOVETYPE_NOCLIP or MOVETYPE_FLY.


On Wed, May 16, 2012 at 1:31 PM, Psy_Commando <psycomma...@gmail.com> wrote:

> Alright, I think I fixed some of the problem. It still jitters from time
> to time, but if you're lucky it won't do it at all.. Thanks for the help
> this far guys.
>
> The problem was that the new origin and velocity weren't matching. on the
> server itself during the same frame.
>
> But I still don't get it ... For some reasons if I set a velocity and then
> change the origin, the velocity will be applied 2x times to the entity,
> making it move very fast :
>
>> SetAbsVelocity( Vel );
>>
> SetAbsOrigin( GetAbsOrigin() + Vel );
>>
>
> If I just set the velocity and not the origin, no movement at all:
>
>> SetAbsVelocity( Vel );
>
>
>  If I calculate my new origin, by adding a velocity I computed to the
> current origin, the plane move a the right speed but the velocity stays at
> 0 evidently, causing issue with any velocity based method ...
>
>> SetAbsOrigin( GetAbsOrigin() + Vel );
>>
>
> Does anybody knows what's applying the velocity, and why it doesn't apply
> it when the vehicle origin isn't changed ?
>
>
>
> On Thu, May 3, 2012 at 11:59 PM, Nick <xnicho...@gmail.com> wrote:
>
>> Hard to believe a free sdk such as ALIEN SWARM is going to get any
>> complaints if the code is buggy to begin with..I feel sorry for
>> commando.....because without him uploading aworking sdk with the
>> problem, there is no way for someone to help him fix it.
>>
>> On Thu, May 3, 2012 at 12:02 PM, Mart-Jan Reeuwijk <mreeu...@yahoo.com>
>> wrote:
>> > 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
>> >>
>> >> _______________________________________________
>> >> 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
>> >
>> >
>> >
>> >
>> > _______________________________________________
>> > 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
>>
>>
>
> _______________________________________________
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> please visit:
> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>
>
>


-- 
-Tony
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