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
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
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
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
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
...@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
@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
...@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
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
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
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
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
: 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
That's ok, I'm not expecting you to mess with it and fix it for me. I'm
just a little frustrated right now, I've been messing with that problem for
a long time, and it just seems like there's no solutions. So I just keep
posting what I noticed in hope someone will recognize the problem.
With that
Have you setup breakpoints when it is setting the NetworkOrigin and stepped
through the code to find out why the server vectors are not properly being
set?
ASW Might be using a default proxy that is causing the server vectors to
fail. That is where I'd start.
On Thu, May 3, 2012 at 1:09 AM,
: 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
@Michael :
I changed the recv and send proxy to the sames as the marine npcs/player
and I still get jittering. I also put a breakpoints in setnetworkorigin but
I only found out that the client entity was overwriting the networkorigin
with its local one. When I fixed that it started lagging even
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
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
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
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
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.
http://www.youtube.com/watch?v=m5w3dT7F6Q4feature=youtu.be
On Mon, Apr 30, 2012 at 4:46
*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
I didn't think it was possible to connect to a dedicated server on your own
computer anyway.
I've never tried to get around it, so I don't know what your options are if
you don't have another computer.
On 29 April 2012 13:00, Nick xnicho...@gmail.com wrote:
i am sorry joel. I don't know much
With the dedicated server run with the argument -ip 127.0.0.1 and then it
should listen on localhost.
On Sun, Apr 29, 2012 at 12:36 AM, Psy_Commando psycomma...@gmail.comwrote:
You're sure about that ? you're the first person to tell me that.
Besides, I can't connect to a dedicated server on
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
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
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
I made some progress changing the base class's base class to CBaseAnimating
instead of CPhysicsPropMultiplayer, it fixed some of the stuttering, but
once you add lag with net_fakelag it does it again. I can't find the reason
why the origin differs between client and server though, at a glance it
Like I said. Fake lag does not work properly on listen servers in ASW. You
can check for any lag prediction issues by creating a local dedicated
server and connecting to it, then fake lag works as intended.
On Apr 28, 2012 8:32 PM, Psy_Commando psycomma...@gmail.com wrote:
I made some progress
You're sure about that ? you're the first person to tell me that.
Besides, I can't connect to a dedicated server on the same machine for some
reasons, it just timeouts, whether I use 127.0.0.1 or my local network IP.
On Sat, Apr 28, 2012 at 5:09 PM, Stephen Swires stephen.swi...@gmail.comwrote:
i am sorry joel. I don't know much about coding, and certainly not
enough to help with this issue.
That is why, i suggested he give a working sdk example of the bug he
is trying to fix.
I am trying to help, do you have any ways/ideas to help?
On Fri, Apr 27, 2012 at 10:18 AM, Joel R.
Nick, if you knew anything about coding, you'd be able to make it work
fairly quickly. He is not going to give you all the SDK code prepped and
ready.
On Thu, Apr 26, 2012 at 11:17 PM, Nick xnicho...@gmail.com wrote:
The code you posted certainly is impressive. I just can't find an easy
way
The code you posted certainly is impressive. I just can't find an easy
way to put it in a sdk and run it? How to spawn the vech?
Make an sdk with the files included that works, (with a working copy
of the mod) and all of the code and send a link to valve.. I am sure
they will help out.
A single
i think you should give us a basic code, and send it to valve... only
valve can help you. Usually valve is quite nice, and I am sure they
wouldn't mind helping you out, as long as you can share what the
problem is with the rest of us.
On Sun, Apr 22, 2012 at 3:04 PM, Psy_Commando
I already posted a link to the pastebin with the whole code earlier (
http://pastebin.com/eMcKh1YL ). And who at valve would help ? Most of the
time I don't get answers when I mail devs. And what do you mean share what
the problem is with you, isn't it what I've been foing?
Is there any examples
Alright, what else could be causing jittering ? There is so little going on
in that entity.
On Sat, Apr 21, 2012 at 8:40 PM, Tony omega Sergi omegal...@gmail.comwrote:
As I said. looking at your prediction dump, it's not actually predicting
properly.
Either they're not updating at the same
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?***
*
** **
I tried cl_pclass with the class name, but nothing happens.
Also, after a few minutes of messing around I get this assert :
src\game\server\baseentity.cpp (460) : Assertion Failed: fabs(
CoordFromCell( cellwidth, cell[0
...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *
Psy_Commando
*Sent:* Thursday, April 19, 2012 4:15 PM
*To:* Discussion of Half-Life Programming
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?**
**
** **
I tried cl_pclass
As I said. looking at your prediction dump, it's not actually predicting
properly.
Either they're not updating at the same rate, or they're not running the
same code producing the same results.
see your screenshot: http://dl.dropbox.com/u/13343993/abox0003.jpg
notice in red, velocity is 0 0 0 that
, 2012 4:15 PM
*To:* Discussion of Half-Life Programming
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
** **
I tried cl_pclass with the class name, but nothing happens.
Also, after a few minutes of messing around I get this assert :
src\game\server\baseentity.cpp (460
] *On Behalf Of *
Psy_Commando
*Sent:* Thursday, April 19, 2012 4:15 PM
*To:* Discussion of Half-Life Programming
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
** **
I tried cl_pclass with the class name, but nothing happens.
Also, after a few minutes of messing around I get
Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep
is having the same problem.
On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando psycomma...@gmail.comwrote:
Its called in the shared ProcessMovement method.I assume that method is
called at the same time on client and
alien swarm isn't meant for modding.. i think valve is just trying to
troll everyone by releasing a free engine that isn't meant for
modding...
On Thu, Apr 19, 2012 at 11:36 AM, Psy_Commando psycomma...@gmail.com wrote:
Well, it would seem this is a Alien Swarm related issue.. Even the hl2 jeep
.
From: hlcoders-boun...@list.valvesoftware.com
[mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Psy_Commando
Sent: Thursday, April 19, 2012 12:37 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
Well, it would seem
of Half-Life Programming
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
** **
Well, it would seem this is a Alien Swarm related issue.. Even the hl2
jeep is having the same problem.
On Tue, Apr 17, 2012 at 10:11 PM, Psy_Commando psycomma...@gmail.com
wrote:
Its
: Thursday, April 19, 2012 4:15 PM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
I tried cl_pclass with the class name, but nothing happens.
Also, after a few minutes of messing around I get this assert :
src\game\server\baseentity.cpp (460
*Sent:* Thursday, April 19, 2012 12:37 PM
*To:* Discussion of Half-Life Programming
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
Well, it would seem this is a Alien Swarm related issue.. Even the hl2
jeep is having the same problem.
On Tue, Apr 17, 2012 at 10:11
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
** **
I tried cl_pclass with the class name, but nothing happens.
Also, after a few minutes of messing around I get this assert :
src\game\server\baseentity.cpp (460) : Assertion Failed: fabs(
CoordFromCell( cellwidth, cell[0
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
** **
I tried cl_pclass with the class name, but nothing happens.
Also, after a few minutes of messing around I get this assert :
src\game\server\baseentity.cpp (460) : Assertion Failed: fabs(
CoordFromCell( cellwidth, cell[0
...@list.valvesoftware.com [mailto:
hlcoders-boun...@list.valvesoftware.com] *On Behalf Of *Psy_Commando
*Sent:* Thursday, April 19, 2012 4:15 PM
*To:* Discussion of Half-Life Programming
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
** **
I tried cl_pclass with the class name
:* Thursday, April 19, 2012 12:37 PM
*To:* Discussion of Half-Life Programming
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
Well, it would seem this is a Alien Swarm related issue.. Even the hl2
jeep is having the same problem.
On Tue, Apr 17, 2012 at 10:11 PM
:* Thursday, April 19, 2012 12:37 PM
*To:* Discussion of Half-Life Programming
*Subject:* Re: [hlcoders] Prediction Jerkiness with aircraft ?
Well, it would seem this is a Alien Swarm related issue.. Even the
hl2 jeep is having the same problem.
On Tue, Apr 17, 2012 at 10:11 PM
Is the entity simulated using the physics object or bbox and gamemovement?
On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando psycomma...@gmail.com wrote:
I'm having a problem with an aircraft vehicle I've made. I asked the
Eternal Silence team for some pointers and they've shared their flight
using vphysics
On Tue, Apr 17, 2012 at 4:48 PM, Joel R. joelru...@gmail.com wrote:
Is the entity simulated using the physics object or bbox and gamemovement?
On Tue, Apr 17, 2012 at 3:44 PM, Psy_Commando psycomma...@gmail.comwrote:
I'm having a problem with an aircraft vehicle I've made.
You will need to smooth out the origin and angles. I'm not sure why but
the physics simulation cannot be followed without doing some sort of
smoothing to the origin/angles. What I did was interpolate them by a small
amount to smooth out the kinks. I created a fakeOrigin and fakeAngles
that are
Also, when you added fakelag to reach about 300 ping, the red and green
crosshairs were still sync'd perfectly. This should not be possible unless
you are extrapolating on the server, but even then it would go way off on
turns.
On Tue, Apr 17, 2012 at 3:55 PM, Joel R. joelru...@gmail.com wrote:
Make sure net_fakejitter is 0
On Apr 17, 2012 1:58 PM, Joel R. joelru...@gmail.com wrote:
Also, when you added fakelag to reach about 300 ping, the red and green
crosshairs were still sync'd perfectly. This should not be possible unless
you are extrapolating on the server, but even then it
Doesn't the client interpolate automatically ? I thought that was what the
Network origin was for.
Anyways, I'm not really sure what they did but here's the handling code I'm
using, its mostly code made by the Eternal Silence guys modified to fit.
http://pastebin.com/6kVZJxiD
I think they
Where are you running this simulation code? You need to make sure it's in
a location that is sync'd with the server.
Also, I would not use GetNetworkOrigin, as I have seen it can become too
jittery, use GetLocalOrigin instead.
On Tue, Apr 17, 2012 at 4:25 PM, Psy_Commando
Its called in the shared ProcessMovement method.I assume that method is
called at the same time on client and server..
On Tue, Apr 17, 2012 at 5:40 PM, Joel R. joelru...@gmail.com wrote:
Where are you running this simulation code? You need to make sure it's in
a location that is sync'd with
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