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 >>>> >> >>>> >> _______________________________________________ >>>> >> 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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