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 >> >> > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders > > > -- -Tony
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