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
>>>> >> >> >
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