Re: [hlcoders] Linux build prediction? issues

2011-03-21 Thread Tobias Kammersgaard
Alfred Reynolds took care of the prediction if I recall correctly.

- ScarT


On 21 March 2011 23:25, Maarten De Meyer maar...@off-limits.be wrote:

  Bit of an old thread, but unfortunately I'm going to have to come back to
 it: I'm afraid I was mistaken too. IsFirstTimePredicted did fix some issues
 graphically, but some things are still seerriously fubar on our linux
 (dedicated server) build related to how client-side prediction behaves. I'm
 out of ideas here, and we planned to go public this friday. I'm guessing
 there's no direct contact person at valve for issues like this?


 On 25/01/2011 1:56, Andrew Ritchie wrote:

 Originally I had thought it would have been fixed with the
 IsFirstTimePredicted check as well, but even with that, I found our frames
 were being rolled back and for whatever reason the system wasn't marking the
 already predicted frames as handled, or at least resetting it.  We wrapped a
 test case in the base MP5 provided with the SDK and could recreate the
 prediction issues consistently, so might have run that by the latest SDK and
 see if it still happens.

 On Mon, Jan 24, 2011 at 11:11 PM, Nick xnicho...@gmail.com wrote:

 If it is a problem with the valve sdk, then don't even try to fix it,
 track the problem down, send valve a detailed report, and hope for the
 best.

 On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer maar...@off-limits.be
 wrote:
  I did some checking, and you are right. My issue is unrelated to the
 linux
  build, it just didn't show on windows or listenserver cause the
 connection
  was way better. It is a generic prediction issue ( net_fakelag 50 causes
 it
  to show up on listenserver, cl_prediction 0 and it's gone )
 
  I've also searched this list's archive, I think there is several threads
 on
  similar problems already. A suggestion by Yahn a short valve-time ago I
  think is relevant here. Basically, depending on network conditions, it
 is
  normal that a frame gets predicted several times, causing the same
 events to
  be re-fired clientside. If I grasped it correctly, putting this
 construction
 
  #if defined( CLIENT_DLL )
  if ( prediction-InPrediction() 
 !prediction-IsFirstTimePredicted() )
  return;
  #endif
 
  before anything that shouldn't happen twice ( muzzle flashes,
  SendWeaponAnim, ... )
 
  is a way to deal with this problem: the multiple predictions will still
  happen as should be the case, but the impact on what the client sees is
  minimised.
 
  I guess that leaves me with the question: is this really what I'm
 hitting,
  and more importantly, is the above m.o. the way to go? Do I need to
  meticulously filter out things I want to be re-predicted and things I
 don't
  everywhere and if() with the above statement? Anyone else went through
 this?
  I'm no prediction expert, would like to hear from those that are :)
 
  -- Maarten
 
 
  On 24/01/2011 1:25, Andrew Ritchie wrote:
 
  I had similar experiences with our port to orange box.  I had originally
  thought that it might be my own fault for handling a lot of our free
 look
  and weapon aiming client side but we even tracked the same issues in the
  base SDK on listen servers under fake ping.  I can't say it's identical
  since you mentioned only getting it under linux, we could recreate it on
  listen servers as well, but the symptoms are the same.  I tracked that
  prediction was rerunning the frames without ever indicating that it was
  actually a rerun frame, the frame counter would just drop X into he past
 and
  run from there. This was the biggest give away that either I'd botched
 up or
  something was a lower level had an issue that needed a fix beyond a
 check to
  make sure you don't repeat beyond the first prediction frame.  I was
 never
  able to figure out a real solution to the issue beyond client side
 absolute
  platform time checks, which didn't solve anything more than
 superficially.
 
  I'd be interested in hearing if you find anything or anyone else has
 this
  and found a solution, as it essentially brought everything to a grinding
  halt over a year ago, since online play become unmanageable for a lot of
  players.
 
  On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer 
 maar...@off-limits.be
  wrote:
 
  Hi list,
 
  I've recently built our OB mod's linux server after a loong time
 working
  windows only. I got it to compile  run fine, but there's a serious
 general
  issue with the way the game acts when playing on the linux server. It
 runs
  OK, but some things are clearly off, like sprint behavior/animations,
 shoot
  animations etc. E.g., one particular, reproducible issue is that if you
  click to shoot, the shot goes well, but if you hold your mouse down for
 a
  while and release it, a second shoot anim/muzzle flash happens, ammo
 gets
  decremented, but immediately after that reincremented and that second
 shot
  does not register on the server. I think that means that client side is
  predicting a lot more than it should. I also get 

Re: [hlcoders] Linux build prediction? issues

2011-03-21 Thread Tom Edwards
No it was Yahn. Alfred is/was in charge of Linux support though, so copy 
them both in.


On 21/03/2011 10:30, Tobias Kammersgaard wrote:

Alfred Reynolds took care of the prediction if I recall correctly.

- ScarT


On 21 March 2011 23:25, Maarten De Meyer maar...@off-limits.be 
mailto:maar...@off-limits.be wrote:


Bit of an old thread, but unfortunately I'm going to have to come
back to it: I'm afraid I was mistaken too. IsFirstTimePredicted
did fix some issues graphically, but some things are still
seerriously fubar on our linux (dedicated server) build related to
how client-side prediction behaves. I'm out of ideas here, and we
planned to go public this friday. I'm guessing there's no direct
contact person at valve for issues like this?


On 25/01/2011 1:56, Andrew Ritchie wrote:

Originally I had thought it would have been fixed with the
IsFirstTimePredicted check as well, but even with that, I found
our frames were being rolled back and for whatever reason the
system wasn't marking the already predicted frames as handled, or
at least resetting it.  We wrapped a test case in the base MP5
provided with the SDK and could recreate the prediction issues
consistently, so might have run that by the latest SDK and see if
it still happens.

On Mon, Jan 24, 2011 at 11:11 PM, Nick xnicho...@gmail.com
mailto:xnicho...@gmail.com wrote:

If it is a problem with the valve sdk, then don't even try to
fix it,
track the problem down, send valve a detailed report, and
hope for the
best.

On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer
maar...@off-limits.be mailto:maar...@off-limits.be wrote:
 I did some checking, and you are right. My issue is
unrelated to the linux
 build, it just didn't show on windows or listenserver cause
the connection
 was way better. It is a generic prediction issue (
net_fakelag 50 causes it
 to show up on listenserver, cl_prediction 0 and it's gone )

 I've also searched this list's archive, I think there is
several threads on
 similar problems already. A suggestion by Yahn a short
valve-time ago I
 think is relevant here. Basically, depending on network
conditions, it is
 normal that a frame gets predicted several times, causing
the same events to
 be re-fired clientside. If I grasped it correctly, putting
this construction

 #if defined( CLIENT_DLL )
 if ( prediction-InPrediction() 
!prediction-IsFirstTimePredicted() )
 return;
 #endif

 before anything that shouldn't happen twice ( muzzle flashes,
 SendWeaponAnim, ... )

 is a way to deal with this problem: the multiple
predictions will still
 happen as should be the case, but the impact on what the
client sees is
 minimised.

 I guess that leaves me with the question: is this really
what I'm hitting,
 and more importantly, is the above m.o. the way to go? Do I
need to
 meticulously filter out things I want to be re-predicted
and things I don't
 everywhere and if() with the above statement? Anyone else
went through this?
 I'm no prediction expert, would like to hear from those
that are :)

 -- Maarten


 On 24/01/2011 1:25, Andrew Ritchie wrote:

 I had similar experiences with our port to orange box.  I
had originally
 thought that it might be my own fault for handling a lot of
our free look
 and weapon aiming client side but we even tracked the same
issues in the
 base SDK on listen servers under fake ping.  I can't say
it's identical
 since you mentioned only getting it under linux, we could
recreate it on
 listen servers as well, but the symptoms are the same.  I
tracked that
 prediction was rerunning the frames without ever indicating
that it was
 actually a rerun frame, the frame counter would just drop X
into he past and
 run from there. This was the biggest give away that either
I'd botched up or
 something was a lower level had an issue that needed a fix
beyond a check to
 make sure you don't repeat beyond the first prediction
frame.  I was never
 able to figure out a real solution to the issue beyond
client side absolute
 platform time checks, which didn't solve anything more than
superficially.

 I'd be interested in hearing if you find anything or anyone
else has this
 and found a solution, as it essentially brought everything
to a grinding
 halt over 

Re: [hlcoders] Linux build prediction? issues

2011-01-27 Thread Nick
Did you think about recording with a digital camera of a stopwatch and your
monitor? Would be much more scientific. is this with the latest unmodified
valve hl2mp sdk + linux server?

shouldn't be that hard to setup,,,


On Tue, Jan 25, 2011 at 5:32 AM, Adam amckern McKern amck...@yahoo.comwrote:

 Why i asked is becuase this was recorded directly through camista - single
 player, high end computer

 http://www.youtube.com/watch?v=Dh6Z9MqZ3JAfeature=player_profilepage

 Notice that the default shot gun is VERY lagged?


 
 Owner Nigredo Studios http://www.nigredostudios.com

 --- On *Tue, 25/1/11, Jed j...@wunderboy.org* wrote:


 From: Jed j...@wunderboy.org

 Subject: Re: [hlcoders] Linux build prediction? issues
 To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
 
 Received: Tuesday, 25 January, 2011, 8:06 PM


 Hmm...

 If find your comments on the MuzzleFlash prediction interesting
 because it's been something I've had issues with continually. I admit,
 I'm still using the Source SDK 2006, but I've always had an issue with
 muzzleflashes and case ejection events repeating (up to half a second
 after the original shot) but the actual shot only coming once.

 I might have to dig deeper.

 - Jed

 On 24 January 2011 22:06, Maarten De Meyer 
 maar...@off-limits.behttp://mc/compose?to=maar...@off-limits.be
 wrote:
  I did some checking, and you are right. My issue is unrelated to the
 linux
  build, it just didn't show on windows or listenserver cause the
 connection
  was way better. It is a generic prediction issue ( net_fakelag 50 causes
 it
  to show up on listenserver, cl_prediction 0 and it's gone )
 
  I've also searched this list's archive, I think there is several threads
 on
  similar problems already. A suggestion by Yahn a short valve-time ago I
  think is relevant here. Basically, depending on network conditions, it is
  normal that a frame gets predicted several times, causing the same events
 to
  be re-fired clientside. If I grasped it correctly, putting this
 construction
 
  #if defined( CLIENT_DLL )
  if ( prediction-InPrediction() 
 !prediction-IsFirstTimePredicted() )
  return;
  #endif
 
  before anything that shouldn't happen twice ( muzzle flashes,
  SendWeaponAnim, ... )
 
  is a way to deal with this problem: the multiple predictions will still
  happen as should be the case, but the impact on what the client sees is
  minimised.
 
  I guess that leaves me with the question: is this really what I'm
 hitting,
  and more importantly, is the above m.o. the way to go? Do I need to
  meticulously filter out things I want to be re-predicted and things I
 don't
  everywhere and if() with the above statement? Anyone else went through
 this?
  I'm no prediction expert, would like to hear from those that are :)
 
  -- Maarten
 
 
  On 24/01/2011 1:25, Andrew Ritchie wrote:
 
  I had similar experiences with our port to orange box.  I had originally
  thought that it might be my own fault for handling a lot of our free look
  and weapon aiming client side but we even tracked the same issues in the
  base SDK on listen servers under fake ping.  I can't say it's identical
  since you mentioned only getting it under linux, we could recreate it on
  listen servers as well, but the symptoms are the same.  I tracked that
  prediction was rerunning the frames without ever indicating that it was
  actually a rerun frame, the frame counter would just drop X into he past
 and
  run from there. This was the biggest give away that either I'd botched up
 or
  something was a lower level had an issue that needed a fix beyond a check
 to
  make sure you don't repeat beyond the first prediction frame.  I was
 never
  able to figure out a real solution to the issue beyond client side
 absolute
  platform time checks, which didn't solve anything more than
 superficially.
 
  I'd be interested in hearing if you find anything or anyone else has this
  and found a solution, as it essentially brought everything to a grinding
  halt over a year ago, since online play become unmanageable for a lot of
  players.
 
  On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer 
  maar...@off-limits.behttp://mc/compose?to=maar...@off-limits.be
 
  wrote:
 
  Hi list,
 
  I've recently built our OB mod's linux server after a loong time working
  windows only. I got it to compile  run fine, but there's a serious
 general
  issue with the way the game acts when playing on the linux server. It
 runs
  OK, but some things are clearly off, like sprint behavior/animations,
 shoot
  animations etc. E.g., one particular, reproducible issue is that if you
  click to shoot, the shot goes well, but if you hold your mouse down for
 a
  while and release it, a second shoot anim/muzzle flash happens, ammo
 gets
  decremented, but immediately after that reincremented and that second
 shot
  does not register on the server. I think that means that client side is
  predicting a lot more than it should. I also

Re: [hlcoders] Linux build prediction? issues

2011-01-27 Thread Adam amckern McKern
Nick,
 
Please try and keep this about programming or at least video games - if you 
want to talk about stop watches, then please find the correct new group :).


Owner Nigredo Studios http://www.nigredostudios.com

--- On Fri, 28/1/11, Nick xnicho...@gmail.com wrote:


From: Nick xnicho...@gmail.com
Subject: Re: [hlcoders] Linux build prediction? issues
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Received: Friday, 28 January, 2011, 2:41 PM


Did you think about recording with a digital camera of a stopwatch and your 
monitor? Would be much more scientific. is this with the latest unmodified 
valve hl2mp sdk + linux server?

shouldn't be that hard to setup,,,



On Tue, Jan 25, 2011 at 5:32 AM, Adam amckern McKern amck...@yahoo.com 
wrote:





Why i asked is becuase this was recorded directly through camista - single 
player, high end computer

http://www.youtube.com/watch?v=Dh6Z9MqZ3JAfeature=player_profilepage

Notice that the default shot gun is VERY lagged?



Owner Nigredo Studios http://www.nigredostudios.com

--- On Tue, 25/1/11, Jed j...@wunderboy.org wrote:


From: Jed j...@wunderboy.org

Subject: Re: [hlcoders] Linux build prediction? issues
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Received: Tuesday, 25 January, 2011, 8:06 PM





Hmm...

If find your comments on the MuzzleFlash prediction interesting
because it's been something I've had issues with continually. I admit,
I'm still using the Source SDK 2006, but I've always had an issue with
muzzleflashes and case ejection events repeating (up to half a second
after the original shot) but the actual shot only coming once.

I might have to dig deeper.

- Jed

On 24 January 2011 22:06, Maarten De Meyer maar...@off-limits.be wrote:
 I did some checking, and you are right. My issue is unrelated to the linux
 build, it just didn't show on windows or listenserver cause the connection
 was way better. It is a generic prediction issue ( net_fakelag 50 causes it
 to show up on listenserver, cl_prediction 0 and it's gone )

 I've also searched this list's archive, I think there is several threads on
 similar problems already. A suggestion by Yahn a short valve-time ago I
 think is relevant here. Basically, depending on network conditions, it is
 normal that a frame gets predicted several times, causing the same events to
 be re-fired clientside. If I grasped it correctly, putting this construction

 #if defined( CLIENT_DLL )
     if ( prediction-InPrediction()  !prediction-IsFirstTimePredicted() )
 return;
 #endif

 before anything that shouldn't happen twice ( muzzle flashes,
 SendWeaponAnim, ... )

 is a way to deal with this problem: the multiple predictions will still
 happen as should be the case, but the impact on what the client sees is
 minimised.

 I guess that leaves me with the question: is this really what I'm hitting,
 and more importantly, is the above m.o. the way to go? Do I need to
 meticulously filter out things I want to be re-predicted and things I don't
 everywhere and if() with the above statement? Anyone else went through this?
 I'm no prediction expert, would like to hear from those that are :)

 -- Maarten


 On 24/01/2011 1:25, Andrew Ritchie wrote:

 I had similar experiences with our port to orange box.  I had originally
 thought that it might be my own fault for handling a lot of our free look
 and weapon aiming client side but we even tracked the same issues in the
 base SDK on listen servers under fake ping.  I can't say it's identical
 since you mentioned only getting it under linux, we could recreate it on
 listen servers as well, but the symptoms are the same.  I tracked that
 prediction was rerunning the frames without ever indicating that it was
 actually a rerun frame, the frame counter would just drop X into he past and
 run from there. This was the biggest give away that either I'd botched up or
 something was a lower level had an issue that needed a fix beyond a check to
 make sure you don't repeat beyond the first prediction frame.  I was never
 able to figure out a real solution to the issue beyond client side absolute
 platform time checks, which didn't solve anything more than superficially.

 I'd be interested in hearing if you find anything or anyone else has this
 and found a solution, as it essentially brought everything to a grinding
 halt over a year ago, since online play become unmanageable for a lot of
 players.

 On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.be
 wrote:

 Hi list,

 I've recently built our OB mod's linux server after a loong time working
 windows only. I got it to compile  run fine, but there's a serious general
 issue with the way the game acts when playing on the linux server. It runs
 OK, but some things are clearly off, like sprint behavior/animations, shoot
 animations etc. E.g., one particular, reproducible issue is that if you
 click to shoot, the shot goes well, but if you hold your

Re: [hlcoders] Linux build prediction? issues

2011-01-25 Thread Jed
Hmm...

If find your comments on the MuzzleFlash prediction interesting
because it's been something I've had issues with continually. I admit,
I'm still using the Source SDK 2006, but I've always had an issue with
muzzleflashes and case ejection events repeating (up to half a second
after the original shot) but the actual shot only coming once.

I might have to dig deeper.

- Jed

On 24 January 2011 22:06, Maarten De Meyer maar...@off-limits.be wrote:
 I did some checking, and you are right. My issue is unrelated to the linux
 build, it just didn't show on windows or listenserver cause the connection
 was way better. It is a generic prediction issue ( net_fakelag 50 causes it
 to show up on listenserver, cl_prediction 0 and it's gone )

 I've also searched this list's archive, I think there is several threads on
 similar problems already. A suggestion by Yahn a short valve-time ago I
 think is relevant here. Basically, depending on network conditions, it is
 normal that a frame gets predicted several times, causing the same events to
 be re-fired clientside. If I grasped it correctly, putting this construction

 #if defined( CLIENT_DLL )
 if ( prediction-InPrediction()  !prediction-IsFirstTimePredicted() )
 return;
 #endif

 before anything that shouldn't happen twice ( muzzle flashes,
 SendWeaponAnim, ... )

 is a way to deal with this problem: the multiple predictions will still
 happen as should be the case, but the impact on what the client sees is
 minimised.

 I guess that leaves me with the question: is this really what I'm hitting,
 and more importantly, is the above m.o. the way to go? Do I need to
 meticulously filter out things I want to be re-predicted and things I don't
 everywhere and if() with the above statement? Anyone else went through this?
 I'm no prediction expert, would like to hear from those that are :)

 -- Maarten


 On 24/01/2011 1:25, Andrew Ritchie wrote:

 I had similar experiences with our port to orange box.  I had originally
 thought that it might be my own fault for handling a lot of our free look
 and weapon aiming client side but we even tracked the same issues in the
 base SDK on listen servers under fake ping.  I can't say it's identical
 since you mentioned only getting it under linux, we could recreate it on
 listen servers as well, but the symptoms are the same.  I tracked that
 prediction was rerunning the frames without ever indicating that it was
 actually a rerun frame, the frame counter would just drop X into he past and
 run from there. This was the biggest give away that either I'd botched up or
 something was a lower level had an issue that needed a fix beyond a check to
 make sure you don't repeat beyond the first prediction frame.  I was never
 able to figure out a real solution to the issue beyond client side absolute
 platform time checks, which didn't solve anything more than superficially.

 I'd be interested in hearing if you find anything or anyone else has this
 and found a solution, as it essentially brought everything to a grinding
 halt over a year ago, since online play become unmanageable for a lot of
 players.

 On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.be
 wrote:

 Hi list,

 I've recently built our OB mod's linux server after a loong time working
 windows only. I got it to compile  run fine, but there's a serious general
 issue with the way the game acts when playing on the linux server. It runs
 OK, but some things are clearly off, like sprint behavior/animations, shoot
 animations etc. E.g., one particular, reproducible issue is that if you
 click to shoot, the shot goes well, but if you hold your mouse down for a
 while and release it, a second shoot anim/muzzle flash happens, ammo gets
 decremented, but immediately after that reincremented and that second shot
 does not register on the server. I think that means that client side is
 predicting a lot more than it should. I also get some prediction errors wtih
 cl_showerrors 1. I don't get any of this behavior with the same client, but
 on the windows server [Which I find a bit odd, since prediction is
 client-side only, no?].

 Anyone has any clue in what direction to look or has had similar
 experiences?

 Thanks in advance,

 Maarten

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 please visit:
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Re: [hlcoders] Linux build prediction? issues

2011-01-25 Thread Adam amckern McKern
Why i asked is becuase this was recorded directly through camista - single 
player, high end computer

http://www.youtube.com/watch?v=Dh6Z9MqZ3JAfeature=player_profilepage

Notice that the default shot gun is VERY lagged?


Owner Nigredo Studios http://www.nigredostudios.com

--- On Tue, 25/1/11, Jed j...@wunderboy.org wrote:

From: Jed j...@wunderboy.org
Subject: Re: [hlcoders] Linux build prediction? issues
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Received: Tuesday, 25 January, 2011, 8:06 PM

Hmm...

If find your comments on the MuzzleFlash prediction interesting
because it's been something I've had issues with continually. I admit,
I'm still using the Source SDK 2006, but I've always had an issue with
muzzleflashes and case ejection events repeating (up to half a second
after the original shot) but the actual shot only coming once.

I might have to dig deeper.

- Jed

On 24 January 2011 22:06, Maarten De Meyer maar...@off-limits.be wrote:
 I did some checking, and you are right. My issue is unrelated to the linux
 build, it just didn't show on windows or listenserver cause the connection
 was way better. It is a generic prediction issue ( net_fakelag 50 causes it
 to show up on listenserver, cl_prediction 0 and it's gone )

 I've also searched this list's archive, I think there is several threads on
 similar problems already. A suggestion by Yahn a short valve-time ago I
 think is relevant here. Basically, depending on network conditions, it is
 normal that a frame gets predicted several times, causing the same events to
 be re-fired clientside. If I grasped it correctly, putting this construction

 #if defined( CLIENT_DLL )
     if ( prediction-InPrediction()  !prediction-IsFirstTimePredicted() )
 return;
 #endif

 before anything that shouldn't happen twice ( muzzle flashes,
 SendWeaponAnim, ... )

 is a way to deal with this problem: the multiple predictions will still
 happen as should be the case, but the impact on what the client sees is
 minimised.

 I guess that leaves me with the question: is this really what I'm hitting,
 and more importantly, is the above m.o. the way to go? Do I need to
 meticulously filter out things I want to be re-predicted and things I don't
 everywhere and if() with the above statement? Anyone else went through this?
 I'm no prediction expert, would like to hear from those that are :)

 -- Maarten


 On 24/01/2011 1:25, Andrew Ritchie wrote:

 I had similar experiences with our port to orange box.  I had originally
 thought that it might be my own fault for handling a lot of our free look
 and weapon aiming client side but we even tracked the same issues in the
 base SDK on listen servers under fake ping.  I can't say it's identical
 since you mentioned only getting it under linux, we could recreate it on
 listen servers as well, but the symptoms are the same.  I tracked that
 prediction was rerunning the frames without ever indicating that it was
 actually a rerun frame, the frame counter would just drop X into he past and
 run from there. This was the biggest give away that either I'd botched up or
 something was a lower level had an issue that needed a fix beyond a check to
 make sure you don't repeat beyond the first prediction frame.  I was never
 able to figure out a real solution to the issue beyond client side absolute
 platform time checks, which didn't solve anything more than superficially.

 I'd be interested in hearing if you find anything or anyone else has this
 and found a solution, as it essentially brought everything to a grinding
 halt over a year ago, since online play become unmanageable for a lot of
 players.

 On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.be
 wrote:

 Hi list,

 I've recently built our OB mod's linux server after a loong time working
 windows only. I got it to compile  run fine, but there's a serious general
 issue with the way the game acts when playing on the linux server. It runs
 OK, but some things are clearly off, like sprint behavior/animations, shoot
 animations etc. E.g., one particular, reproducible issue is that if you
 click to shoot, the shot goes well, but if you hold your mouse down for a
 while and release it, a second shoot anim/muzzle flash happens, ammo gets
 decremented, but immediately after that reincremented and that second shot
 does not register on the server. I think that means that client side is
 predicting a lot more than it should. I also get some prediction errors wtih
 cl_showerrors 1. I don't get any of this behavior with the same client, but
 on the windows server [Which I find a bit odd, since prediction is
 client-side only, no?].

 Anyone has any clue in what direction to look or has had similar
 experiences?

 Thanks in advance,

 Maarten

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders

Re: [hlcoders] Linux build prediction? issues

2011-01-24 Thread Maarten De Meyer
I did some checking, and you are right. My issue is unrelated to the 
linux build, it just didn't show on windows or listenserver cause the 
connection was way better. It is a generic prediction issue ( 
net_fakelag 50 causes it to show up on listenserver, cl_prediction 0 and 
it's gone )


I've also searched this list's archive, I think there is several threads 
on similar problems already. A suggestion by Yahn a short valve-time ago 
I think is relevant here. Basically, depending on network conditions, it 
is normal that a frame gets predicted several times, causing the same 
events to be re-fired clientside. If I grasped it correctly, putting 
this construction


#if defined( CLIENT_DLL )
if ( prediction-InPrediction()  !prediction-IsFirstTimePredicted() ) 
return;
#endif

before anything that shouldn't happen twice ( muzzle flashes, 
SendWeaponAnim, ... )


is a way to deal with this problem: the multiple predictions will still 
happen as should be the case, but the impact on what the client sees is 
minimised.


I guess that leaves me with the question: is this really what I'm 
hitting, and more importantly, is the above m.o. the way to go? Do I 
need to meticulously filter out things I want to be re-predicted and 
things I don't everywhere and if() with the above statement? Anyone else 
went through this? I'm no prediction expert, would like to hear from 
those that are :)


-- Maarten


On 24/01/2011 1:25, Andrew Ritchie wrote:
I had similar experiences with our port to orange box.  I had 
originally thought that it might be my own fault for handling a lot of 
our free look and weapon aiming client side but we even tracked the 
same issues in the base SDK on listen servers under fake ping.  I 
can't say it's identical since you mentioned only getting it under 
linux, we could recreate it on listen servers as well, but the 
symptoms are the same.  I tracked that prediction was rerunning the 
frames without ever indicating that it was actually a rerun frame, the 
frame counter would just drop X into he past and run from there. This 
was the biggest give away that either I'd botched up or something was 
a lower level had an issue that needed a fix beyond a check to make 
sure you don't repeat beyond the first prediction frame.  I was never 
able to figure out a real solution to the issue beyond client side 
absolute platform time checks, which didn't solve anything more than 
superficially.


I'd be interested in hearing if you find anything or anyone else has 
this and found a solution, as it essentially brought everything to a 
grinding halt over a year ago, since online play become unmanageable 
for a lot of players.


On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer 
maar...@off-limits.be mailto:maar...@off-limits.be wrote:


Hi list,

I've recently built our OB mod's linux server after a loong time
working windows only. I got it to compile  run fine, but there's
a serious general issue with the way the game acts when playing on
the linux server. It runs OK, but some things are clearly off,
like sprint behavior/animations, shoot animations etc. E.g., one
particular, reproducible issue is that if you click to shoot, the
shot goes well, but if you hold your mouse down for a while and
release it, a second shoot anim/muzzle flash happens, ammo gets
decremented, but immediately after that reincremented and that
second shot does not register on the server. I think that means
that client side is predicting a lot more than it should. I also
get some prediction errors wtih cl_showerrors 1. I don't get any
of this behavior with the same client, but on the windows server
[Which I find a bit odd, since prediction is client-side only, no?].

Anyone has any clue in what direction to look or has had similar
experiences?

Thanks in advance,

Maarten

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Re: [hlcoders] Linux build prediction? issues

2011-01-24 Thread Nick
If it is a problem with the valve sdk, then don't even try to fix it,
track the problem down, send valve a detailed report, and hope for the
best.

On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer maar...@off-limits.be wrote:
 I did some checking, and you are right. My issue is unrelated to the linux
 build, it just didn't show on windows or listenserver cause the connection
 was way better. It is a generic prediction issue ( net_fakelag 50 causes it
 to show up on listenserver, cl_prediction 0 and it's gone )

 I've also searched this list's archive, I think there is several threads on
 similar problems already. A suggestion by Yahn a short valve-time ago I
 think is relevant here. Basically, depending on network conditions, it is
 normal that a frame gets predicted several times, causing the same events to
 be re-fired clientside. If I grasped it correctly, putting this construction

 #if defined( CLIENT_DLL )
 if ( prediction-InPrediction()  !prediction-IsFirstTimePredicted() )
 return;
 #endif

 before anything that shouldn't happen twice ( muzzle flashes,
 SendWeaponAnim, ... )

 is a way to deal with this problem: the multiple predictions will still
 happen as should be the case, but the impact on what the client sees is
 minimised.

 I guess that leaves me with the question: is this really what I'm hitting,
 and more importantly, is the above m.o. the way to go? Do I need to
 meticulously filter out things I want to be re-predicted and things I don't
 everywhere and if() with the above statement? Anyone else went through this?
 I'm no prediction expert, would like to hear from those that are :)

 -- Maarten


 On 24/01/2011 1:25, Andrew Ritchie wrote:

 I had similar experiences with our port to orange box.  I had originally
 thought that it might be my own fault for handling a lot of our free look
 and weapon aiming client side but we even tracked the same issues in the
 base SDK on listen servers under fake ping.  I can't say it's identical
 since you mentioned only getting it under linux, we could recreate it on
 listen servers as well, but the symptoms are the same.  I tracked that
 prediction was rerunning the frames without ever indicating that it was
 actually a rerun frame, the frame counter would just drop X into he past and
 run from there. This was the biggest give away that either I'd botched up or
 something was a lower level had an issue that needed a fix beyond a check to
 make sure you don't repeat beyond the first prediction frame.  I was never
 able to figure out a real solution to the issue beyond client side absolute
 platform time checks, which didn't solve anything more than superficially.

 I'd be interested in hearing if you find anything or anyone else has this
 and found a solution, as it essentially brought everything to a grinding
 halt over a year ago, since online play become unmanageable for a lot of
 players.

 On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.be
 wrote:

 Hi list,

 I've recently built our OB mod's linux server after a loong time working
 windows only. I got it to compile  run fine, but there's a serious general
 issue with the way the game acts when playing on the linux server. It runs
 OK, but some things are clearly off, like sprint behavior/animations, shoot
 animations etc. E.g., one particular, reproducible issue is that if you
 click to shoot, the shot goes well, but if you hold your mouse down for a
 while and release it, a second shoot anim/muzzle flash happens, ammo gets
 decremented, but immediately after that reincremented and that second shot
 does not register on the server. I think that means that client side is
 predicting a lot more than it should. I also get some prediction errors wtih
 cl_showerrors 1. I don't get any of this behavior with the same client, but
 on the windows server [Which I find a bit odd, since prediction is
 client-side only, no?].

 Anyone has any clue in what direction to look or has had similar
 experiences?

 Thanks in advance,

 Maarten

 ___
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 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders



 ___
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Re: [hlcoders] Linux build prediction? issues

2011-01-24 Thread Andrew Ritchie
Originally I had thought it would have been fixed with the
IsFirstTimePredicted check as well, but even with that, I found our frames
were being rolled back and for whatever reason the system wasn't marking the
already predicted frames as handled, or at least resetting it.  We wrapped a
test case in the base MP5 provided with the SDK and could recreate the
prediction issues consistently, so might have run that by the latest SDK and
see if it still happens.

On Mon, Jan 24, 2011 at 11:11 PM, Nick xnicho...@gmail.com wrote:

 If it is a problem with the valve sdk, then don't even try to fix it,
 track the problem down, send valve a detailed report, and hope for the
 best.

 On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer maar...@off-limits.be
 wrote:
  I did some checking, and you are right. My issue is unrelated to the
 linux
  build, it just didn't show on windows or listenserver cause the
 connection
  was way better. It is a generic prediction issue ( net_fakelag 50 causes
 it
  to show up on listenserver, cl_prediction 0 and it's gone )
 
  I've also searched this list's archive, I think there is several threads
 on
  similar problems already. A suggestion by Yahn a short valve-time ago I
  think is relevant here. Basically, depending on network conditions, it is
  normal that a frame gets predicted several times, causing the same events
 to
  be re-fired clientside. If I grasped it correctly, putting this
 construction
 
  #if defined( CLIENT_DLL )
  if ( prediction-InPrediction() 
 !prediction-IsFirstTimePredicted() )
  return;
  #endif
 
  before anything that shouldn't happen twice ( muzzle flashes,
  SendWeaponAnim, ... )
 
  is a way to deal with this problem: the multiple predictions will still
  happen as should be the case, but the impact on what the client sees is
  minimised.
 
  I guess that leaves me with the question: is this really what I'm
 hitting,
  and more importantly, is the above m.o. the way to go? Do I need to
  meticulously filter out things I want to be re-predicted and things I
 don't
  everywhere and if() with the above statement? Anyone else went through
 this?
  I'm no prediction expert, would like to hear from those that are :)
 
  -- Maarten
 
 
  On 24/01/2011 1:25, Andrew Ritchie wrote:
 
  I had similar experiences with our port to orange box.  I had originally
  thought that it might be my own fault for handling a lot of our free look
  and weapon aiming client side but we even tracked the same issues in the
  base SDK on listen servers under fake ping.  I can't say it's identical
  since you mentioned only getting it under linux, we could recreate it on
  listen servers as well, but the symptoms are the same.  I tracked that
  prediction was rerunning the frames without ever indicating that it was
  actually a rerun frame, the frame counter would just drop X into he past
 and
  run from there. This was the biggest give away that either I'd botched up
 or
  something was a lower level had an issue that needed a fix beyond a check
 to
  make sure you don't repeat beyond the first prediction frame.  I was
 never
  able to figure out a real solution to the issue beyond client side
 absolute
  platform time checks, which didn't solve anything more than
 superficially.
 
  I'd be interested in hearing if you find anything or anyone else has this
  and found a solution, as it essentially brought everything to a grinding
  halt over a year ago, since online play become unmanageable for a lot of
  players.
 
  On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.be
 
  wrote:
 
  Hi list,
 
  I've recently built our OB mod's linux server after a loong time working
  windows only. I got it to compile  run fine, but there's a serious
 general
  issue with the way the game acts when playing on the linux server. It
 runs
  OK, but some things are clearly off, like sprint behavior/animations,
 shoot
  animations etc. E.g., one particular, reproducible issue is that if you
  click to shoot, the shot goes well, but if you hold your mouse down for
 a
  while and release it, a second shoot anim/muzzle flash happens, ammo
 gets
  decremented, but immediately after that reincremented and that second
 shot
  does not register on the server. I think that means that client side is
  predicting a lot more than it should. I also get some prediction errors
 wtih
  cl_showerrors 1. I don't get any of this behavior with the same client,
 but
  on the windows server [Which I find a bit odd, since prediction is
  client-side only, no?].
 
  Anyone has any clue in what direction to look or has had similar
  experiences?
 
  Thanks in advance,
 
  Maarten
 
  ___
  To unsubscribe, edit your list preferences, or view the list archives,
  please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 
 
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Re: [hlcoders] Linux build prediction? issues

2011-01-24 Thread Adam amckern McKern
Do you find your predection is broken when you record a local server demo?
 
I know that one of the 'patches' on the VDC breaks the anaimtion, and 
predection stuff.


Owner Nigredo Studios http://www.nigredostudios.com

--- On Tue, 25/1/11, Andrew Ritchie gotta...@gmail.com wrote:


From: Andrew Ritchie gotta...@gmail.com
Subject: Re: [hlcoders] Linux build prediction? issues
To: Discussion of Half-Life Programming hlcoders@list.valvesoftware.com
Received: Tuesday, 25 January, 2011, 11:56 AM


Originally I had thought it would have been fixed with the IsFirstTimePredicted 
check as well, but even with that, I found our frames were being rolled back 
and for whatever reason the system wasn't marking the already predicted frames 
as handled, or at least resetting it.  We wrapped a test case in the base MP5 
provided with the SDK and could recreate the prediction issues consistently, so 
might have run that by the latest SDK and see if it still happens. 


On Mon, Jan 24, 2011 at 11:11 PM, Nick xnicho...@gmail.com wrote:

If it is a problem with the valve sdk, then don't even try to fix it,
track the problem down, send valve a detailed report, and hope for the
best.




On Mon, Jan 24, 2011 at 3:06 PM, Maarten De Meyer maar...@off-limits.be wrote:
 I did some checking, and you are right. My issue is unrelated to the linux
 build, it just didn't show on windows or listenserver cause the connection
 was way better. It is a generic prediction issue ( net_fakelag 50 causes it
 to show up on listenserver, cl_prediction 0 and it's gone )

 I've also searched this list's archive, I think there is several threads on
 similar problems already. A suggestion by Yahn a short valve-time ago I
 think is relevant here. Basically, depending on network conditions, it is
 normal that a frame gets predicted several times, causing the same events to
 be re-fired clientside. If I grasped it correctly, putting this construction

 #if defined( CLIENT_DLL )
     if ( prediction-InPrediction()  !prediction-IsFirstTimePredicted() )
 return;
 #endif

 before anything that shouldn't happen twice ( muzzle flashes,
 SendWeaponAnim, ... )

 is a way to deal with this problem: the multiple predictions will still
 happen as should be the case, but the impact on what the client sees is
 minimised.

 I guess that leaves me with the question: is this really what I'm hitting,
 and more importantly, is the above m.o. the way to go? Do I need to
 meticulously filter out things I want to be re-predicted and things I don't
 everywhere and if() with the above statement? Anyone else went through this?
 I'm no prediction expert, would like to hear from those that are :)

 -- Maarten


 On 24/01/2011 1:25, Andrew Ritchie wrote:

 I had similar experiences with our port to orange box.  I had originally
 thought that it might be my own fault for handling a lot of our free look
 and weapon aiming client side but we even tracked the same issues in the
 base SDK on listen servers under fake ping.  I can't say it's identical
 since you mentioned only getting it under linux, we could recreate it on
 listen servers as well, but the symptoms are the same.  I tracked that
 prediction was rerunning the frames without ever indicating that it was
 actually a rerun frame, the frame counter would just drop X into he past and
 run from there. This was the biggest give away that either I'd botched up or
 something was a lower level had an issue that needed a fix beyond a check to
 make sure you don't repeat beyond the first prediction frame.  I was never
 able to figure out a real solution to the issue beyond client side absolute
 platform time checks, which didn't solve anything more than superficially.

 I'd be interested in hearing if you find anything or anyone else has this
 and found a solution, as it essentially brought everything to a grinding
 halt over a year ago, since online play become unmanageable for a lot of
 players.

 On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.be
 wrote:

 Hi list,

 I've recently built our OB mod's linux server after a loong time working
 windows only. I got it to compile  run fine, but there's a serious general
 issue with the way the game acts when playing on the linux server. It runs
 OK, but some things are clearly off, like sprint behavior/animations, shoot
 animations etc. E.g., one particular, reproducible issue is that if you
 click to shoot, the shot goes well, but if you hold your mouse down for a
 while and release it, a second shoot anim/muzzle flash happens, ammo gets
 decremented, but immediately after that reincremented and that second shot
 does not register on the server. I think that means that client side is
 predicting a lot more than it should. I also get some prediction errors wtih
 cl_showerrors 1. I don't get any of this behavior with the same client, but
 on the windows server [Which I find a bit odd, since prediction is
 client-side only, no?].

 Anyone has any clue in what

[hlcoders] Linux build prediction? issues

2011-01-23 Thread Maarten De Meyer

Hi list,

I've recently built our OB mod's linux server after a loong time working 
windows only. I got it to compile  run fine, but there's a serious 
general issue with the way the game acts when playing on the linux 
server. It runs OK, but some things are clearly off, like sprint 
behavior/animations, shoot animations etc. E.g., one particular, 
reproducible issue is that if you click to shoot, the shot goes well, 
but if you hold your mouse down for a while and release it, a second 
shoot anim/muzzle flash happens, ammo gets decremented, but immediately 
after that reincremented and that second shot does not register on the 
server. I think that means that client side is predicting a lot more 
than it should. I also get some prediction errors wtih cl_showerrors 1. 
I don't get any of this behavior with the same client, but on the 
windows server [Which I find a bit odd, since prediction is client-side 
only, no?].


Anyone has any clue in what direction to look or has had similar 
experiences?


Thanks in advance,

Maarten

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visit:
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Re: [hlcoders] Linux build prediction? issues

2011-01-23 Thread Andrew Ritchie
I had similar experiences with our port to orange box.  I had originally
thought that it might be my own fault for handling a lot of our free look
and weapon aiming client side but we even tracked the same issues in the
base SDK on listen servers under fake ping.  I can't say it's identical
since you mentioned only getting it under linux, we could recreate it on
listen servers as well, but the symptoms are the same.  I tracked that
prediction was rerunning the frames without ever indicating that it was
actually a rerun frame, the frame counter would just drop X into he past and
run from there. This was the biggest give away that either I'd botched up or
something was a lower level had an issue that needed a fix beyond a check to
make sure you don't repeat beyond the first prediction frame.  I was never
able to figure out a real solution to the issue beyond client side absolute
platform time checks, which didn't solve anything more than superficially.

I'd be interested in hearing if you find anything or anyone else has this
and found a solution, as it essentially brought everything to a grinding
halt over a year ago, since online play become unmanageable for a lot of
players.

On Sun, Jan 23, 2011 at 7:07 PM, Maarten De Meyer maar...@off-limits.bewrote:

 Hi list,

 I've recently built our OB mod's linux server after a loong time working
 windows only. I got it to compile  run fine, but there's a serious general
 issue with the way the game acts when playing on the linux server. It runs
 OK, but some things are clearly off, like sprint behavior/animations, shoot
 animations etc. E.g., one particular, reproducible issue is that if you
 click to shoot, the shot goes well, but if you hold your mouse down for a
 while and release it, a second shoot anim/muzzle flash happens, ammo gets
 decremented, but immediately after that reincremented and that second shot
 does not register on the server. I think that means that client side is
 predicting a lot more than it should. I also get some prediction errors wtih
 cl_showerrors 1. I don't get any of this behavior with the same client, but
 on the windows server [Which I find a bit odd, since prediction is
 client-side only, no?].

 Anyone has any clue in what direction to look or has had similar
 experiences?

 Thanks in advance,

 Maarten

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders


___
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