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