Nobody can answer that if you don't share the code........

On Wed, Jun 6, 2012 at 9:19 PM, Psy_Commando <psycomma...@gmail.com> wrote:
> 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
>>>
>>>
>>
>
>
> _______________________________________________
> 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

Reply via email to