I tried to go with the marine/aircraft hybrid, but I decided to turn it
into a marine driven vehicle before. And for some reasons, it works
perfectly with no jitter !
What could be taking place in the marine code that would solve that
jittering problem ?


Thu, May 17, 2012 at 1:26 AM, Psy_Commando <psycomma...@gmail.com> wrote:

> 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
>>>> >>
>>>> >> _______________________________________________
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>>>> archives,
>>>> >> please visit:
>>>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>> >>
>>>> >>
>>>> >
>>>> > _______________________________________________
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>>>> > please visit:
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>>>> >
>>>> >
>>>> >
>>>> >
>>>> > _______________________________________________
>>>> > 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:
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>>>>
>>>>
>>>
>>> _______________________________________________
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>>> please visit:
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>>>
>>>
>>>
>>
>>
>> --
>> -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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