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 > >
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