Urgh, forget what I said before, the problem is still there.. However,
attaching a point_viewcontrol to to the vehicle reduce most of the
sluggishness

And thanks for the answer Tony.

On Wed, May 16, 2012 at 1:37 AM, Tony "omega" Sergi <omegal...@gmail.com>wrote:

> 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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> please visit:
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>
>
>
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