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 file isn't at all helpful compared to a working source code copy, and actual files and a 10 step list to "test" the exact problem you are experiencing. WE HAVE TO BE ABLE TO RUN THE EXACT CODE IF U WANT ANY HELP ON SUCH A MASSIVE "PROBLEM".. On Thu, Apr 26, 2012 at 12:18 AM, Psy_Commando <psycomma...@gmail.com> wrote: > 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 of simple moving predicted entities, besides the > player ? I could really use an example... > > By the way, is what Stephen says accurate ? Is the net_fakelag command not > working on listen servers ? > > > On Thu, Apr 26, 2012 at 12:34 AM, Nick <xnicho...@gmail.com> wrote: >> >> 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 <psycomma...@gmail.com> >> wrote: >> > 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.com> >> > wrote: >> >> >> >> 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 means >> >> disabling VPhysicsUpdate is not the solution, as that means you break >> >> every vphysics object. Look at what it's doing, it's getting it's >> >> position >> >> after vphysics simulates and updating the entity. >> >> so unless you're trying to make a purely client-authoritive ship, you >> >> can't disable that without adding code to update the position from the >> >> client. >> >> >> >> >> >> >> >> >> >> On Sun, Apr 22, 2012 at 7:40 AM, Stephen Swires >> >> <stephen.swi...@gmail.com> >> >> wrote: >> >>> >> >>> It maybe worth mentioning that net_fakelag is broken on listen servers >> >>> in >> >>> Alien Swarm. It works on dedicated, however >> >>> >> >>> >> >>> On Sat, Apr 21, 2012 at 10:05 PM, Psy_Commando <psycomma...@gmail.com> >> >>> wrote: >> >>>> >> >>>> I found what was causing the stuttering with 0 ping and in >> >>>> singleplayer. >> >>>> I disabled this code in cbaseentity_shared : >> >>>> >> >>>>> >> >>>>> >> >>>>> >> >>>>> //----------------------------------------------------------------------------- >> >>>>> // Purpose: My physics object has been updated, react or extract >> >>>>> data >> >>>>> >> >>>>> >> >>>>> //----------------------------------------------------------------------------- >> >>>>> void CBaseEntity::VPhysicsUpdate( IPhysicsObject *pPhysics ) >> >>>>> { >> >>>>> switch( GetMoveType() ) >> >>>>> { >> >>>>> case MOVETYPE_VPHYSICS: >> >>>>> { >> >>>>> if ( GetMoveParent() ) >> >>>>> { >> >>>>> Log_Warning( LOG_DEVELOPER_VERBOSE, "Updating >> >>>>> physics >> >>>>> on object in hierarchy %s!\n", GetClassname()); >> >>>>> return; >> >>>>> } >> >>>>> Vector origin; >> >>>>> QAngle angles; >> >>>>> >> >>>>> pPhysics->GetPosition( &origin, &angles ); >> >>>>> >> >>>>> if ( !IsFinite( angles.x ) || !IsFinite( angles.y ) || >> >>>>> !IsFinite( angles.x ) ) >> >>>>> { >> >>>>> Msg( "Infinite angles from vphysics! (entity %s)\n", >> >>>>> GetDebugName() ); >> >>>>> angles = vec3_angle; >> >>>>> } >> >>>>> #ifndef CLIENT_DLL >> >>>>> Vector prevOrigin = GetAbsOrigin(); >> >>>>> #endif >> >>>>> >> >>>>> for ( int i = 0; i < 3; ++i ) >> >>>>> { >> >>>>> angles[ i ] = AngleNormalize( angles[ i ] ); >> >>>>> } >> >>>>> >> >>>>> #ifndef CLIENT_DLL >> >>>>> NetworkQuantize( origin, angles ); >> >>>>> #endif >> >>>>> >> >>>>> if ( origin.IsValid() ) >> >>>>> { >> >>>>> SetAbsOrigin( origin ); >> >>>>> } >> >>>>> else >> >>>>> { >> >>>>> Msg( "Infinite origin from vphysics! (entity %s)\n", >> >>>>> GetDebugName() ); >> >>>>> } >> >>>>> SetAbsAngles( angles ); >> >>>>> >> >>>>> // Interactive debris converts back to debris when it >> >>>>> comes >> >>>>> to rest >> >>>>> if ( pPhysics->IsAsleep() && GetCollisionGroup() == >> >>>>> COLLISION_GROUP_INTERACTIVE_DEBRIS ) >> >>>>> { >> >>>>> SetCollisionGroup( COLLISION_GROUP_DEBRIS ); >> >>>>> } >> >>>>> >> >>>>> #ifndef CLIENT_DLL >> >>>>> PhysicsTouchTriggers( &prevOrigin ); >> >>>>> PhysicsRelinkChildren(gpGlobals->frametime); >> >>>>> #endif >> >>>>> } >> >>>>> break; >> >>>>> . >> >>>>> . >> >>>>> . >> >>>>> . >> >>>> >> >>>> >> >>>> However I still have stuttering when I set "net_fakelag" to anything >> >>>> > >> >>>> 0. And its gets worst the higher the FPS... >> >> >> >> >> >> >> >> _______________________________________________ >> >> 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