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...
>> >>
>> >>
>> >>
>> >> _______________________________________________
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>> >> please visit:
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>> >>
>> >>
>> >
>> >
>> > _______________________________________________
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>> > please visit:
>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>> >
>> >
>>
>> _______________________________________________
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>> please visit:
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>>
>
>
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