Explain please! Is what u did reproducable? Please share example code! On Fri, Jun 8, 2012 at 12:35 PM, Ben Pye <bfh...@gmail.com> wrote: > Hmm? I did some testing with my mod, and a listen server gave erratic > results. > > > On Fri, Jun 8, 2012 at 6:30 PM, Psy_Commando <psycomma...@gmail.com> wrote: >> >> @Ben: >> Broken ? How exactly you got that information, have you got some proof of >> that ? Because, I did some tests the last time I heard that, and the results >> whether with fakelag or with a remote listen server were similar. >> If you're talking about the difference in behavior between a listen server >> and dedicated server, then net_fakelag has nothing to do with it. >> >> >> On Fri, Jun 8, 2012 at 5:21 AM, Ben Pye <bfh...@gmail.com> wrote: >>> >>> I do not know of a way to fix it for listen servers, however, it does >>> function correctly in dedicated servers, so if you really need to use it >>> that's going to be the best way. >>> >>> >>> On Fri, Jun 8, 2012 at 12:47 AM, Nick <xnicho...@gmail.com> wrote: >>>> >>>> is there any way to fix net_fakelag? Everytime i use it things get >>>> glichy like i am on dialup.. >>>> >>>> On Thu, Jun 7, 2012 at 1:47 PM, Ben Pye <bfh...@gmail.com> wrote: >>>> > Psy_commando, net_fakelag is broken on a listen server, the results >>>> > are >>>> > unpredictable. >>>> > >>>> > >>>> > On Thu, Jun 7, 2012 at 6:26 PM, Nick <xnicho...@gmail.com> wrote: >>>> >> >>>> >> .... i like the video it makes a much better picture of whats going >>>> >> wrong.. It seems something with the view angles are being dampened? >>>> >> >>>> >> Is it possible to check when the clientside viewangles and the >>>> >> serverside viewangles reach a certain trigger point 0 or 90 or 180 >>>> >> and >>>> >> do a breakpoint on both the client and the server to determine which >>>> >> exact parts are responsible for the slow serverside viewangle >>>> >> adjustments? >>>> >> >>>> >> On Thu, Jun 7, 2012 at 12:07 PM, Psy_Commando <psycomma...@gmail.com> >>>> >> wrote: >>>> >> > I think my explanation wasn't all that clear so here's a vid : >>>> >> > http://youtu.be/xHYjoYWU8Kg >>>> >> > >>>> >> > Basically, I made the fighter into a marine useable entity, in a >>>> >> > clean >>>> >> > new >>>> >> > asw build, and the jittering is gone. Its obviously something this >>>> >> > build >>>> >> > of >>>> >> > asw has that my main build has not. Most likely something in the >>>> >> > marine >>>> >> > code. >>>> >> > >>>> >> > And Nick, stop begging for code I already told you the code would >>>> >> > be >>>> >> > available publicly soon. >>>> >> > >>>> >> > >>>> >> > On Thu, Jun 7, 2012 at 10:32 AM, Mart-Jan Reeuwijk >>>> >> > <mreeu...@yahoo.com> >>>> >> > wrote: >>>> >> >> >>>> >> >> I told you where to find what his question is bout (don't even >>>> >> >> know if >>>> >> >> that part's source code is avail, not looked).... you wanted to >>>> >> >> take a >>>> >> >> look >>>> >> >> on it. >>>> >> >> >>>> >> >> I would have replied to him if I had done stuff similar or with >>>> >> >> the >>>> >> >> same >>>> >> >> in the past and . As I didn't, and have no time to start figuring >>>> >> >> out >>>> >> >> from >>>> >> >> the SDK to come to the same position as he is now, its no use. I >>>> >> >> replied to >>>> >> >> you, to get you to get smarter with the replies, for you keep >>>> >> >> asking >>>> >> >> for >>>> >> >> "full source code" which nobody is ever going to give unless >>>> >> >> you're in >>>> >> >> the >>>> >> >> same team/project and have that already. Either give a meaningful >>>> >> >> reply, or >>>> >> >> give some feedback in which you might search, so they can >>>> >> >> continue. He >>>> >> >> as >>>> >> >> programmer wont be scared to try some stuff out or find out if its >>>> >> >> correct. >>>> >> >> Just replying without thinking which achieves nothing is just a >>>> >> >> waste >>>> >> >> of >>>> >> >> time. >>>> >> >> >>>> >> >> Now, go back to that question, what was the question about? >>>> >> >> The discussion had lead to the question what the difference in >>>> >> >> handling >>>> >> >> was between a marine object and another moving object. The first >>>> >> >> thing >>>> >> >> that >>>> >> >> comes to mind for me is vertical/horizontal movement >>>> >> >> limiters/dampeners >>>> >> >> or >>>> >> >> speed ramping in w/e capacity it is coded in. For movements in >>>> >> >> liquid >>>> >> >> should >>>> >> >> be moving slower, speeding up/down slower and more limited in >>>> >> >> speed/direction etc. But I didn't answer that, for I (normally) am >>>> >> >> not >>>> >> >> kicking in a open door, for he would know that already. Question >>>> >> >> would >>>> >> >> be: >>>> >> >> isn't the same type of code active, but just the marine with >>>> >> >> smaller >>>> >> >> bounds >>>> >> >> which make it way less/not noticeable. >>>> >> >> >>>> >> >> ________________________________ >>>> >> >> From: Nick <xnicho...@gmail.com> >>>> >> >> To: Mart-Jan Reeuwijk <mreeu...@yahoo.com>; Discussion of >>>> >> >> Half-Life >>>> >> >> Programming <hlcoders@list.valvesoftware.com> >>>> >> >> Sent: Thursday, 7 June 2012, 13:44 >>>> >> >> >>>> >> >> Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? >>>> >> >> >>>> >> >> LOL! U talk nice words. It is easy to pop up out of nowhere and >>>> >> >> attack >>>> >> >> me( i was only person to even offer a reply). >>>> >> >> >>>> >> >> Mart-Jan Reeuwijk can you determine what the problem is without >>>> >> >> looking at his code?? >>>> >> >> >>>> >> >> I would ask you (Mart-Jan Reeuwijk) to help. Please! This is a >>>> >> >> serious >>>> >> >> issue and >>>> >> >> Psy_Commando is very eager to have this thing fixed! >>>> >> >> >>>> >> >> >>>> >> >> >>>> >> >> On Thu, Jun 7, 2012 at 1:20 AM, Mart-Jan Reeuwijk >>>> >> >> <mreeu...@yahoo.com> >>>> >> >> wrote: >>>> >> >> > stop asking for the code, esp when they use it from the VALVE >>>> >> >> > SDK's.... >>>> >> >> > which means it should already be on your hard disk. If its some >>>> >> >> > they >>>> >> >> > wrote >>>> >> >> > themselves, they wouldn't ask what the difference is between >>>> >> >> > marine >>>> >> >> > vehicle >>>> >> >> > code and other handling code within it. Instead they would link >>>> >> >> > up >>>> >> >> > the >>>> >> >> > code >>>> >> >> > fragments that they wrote themselves. >>>> >> >> > >>>> >> >> > And this is bout the 4th time I see you asking for code or when >>>> >> >> > they >>>> >> >> > quote >>>> >> >> > some code part asking for the full code where its totally >>>> >> >> > irrelevant. >>>> >> >> > Seems >>>> >> >> > to me your not a dev, >>>> >> >> > >>>> >> >> > ________________________________ >>>> >> >> > From: Nick <xnicho...@gmail.com> >>>> >> >> > To: Discussion of Half-Life Programming >>>> >> >> > <hlcoders@list.valvesoftware.com> >>>> >> >> > Sent: Thursday, 7 June 2012, 7:23 >>>> >> >> > >>>> >> >> > Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ? >>>> >> >> > >>>> >> >> > 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 >>>> >> >> > >>>> >> >> > >>>> >> >> > >>>> >> >> > >>>> >> >> > _______________________________________________ >>>> >> >> > 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 >>>> > >>>> > >>>> >>>> _______________________________________________ >>>> 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 > >
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