I was recently looking into this as well, and found this: http://forums.steampowered.com/forums/showthread.php?t=683570&page=3
The specific solution: if you comment out these lines from the server player .cpp (sdk_player.cpp, for example): SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ), SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ), SendPropExclude( "DT_BaseAnimating", "m_nSequence" ), and SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ), SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ), the choppiness goes away. Not totally sure of any unintended consequences of this, though. From: Eek Glur Sent: Wednesday, July 13, 2011 8:17 PM To: Discussion of Half-Life Programming Subject: Re: [hlcoders] Choppy motion using the 2007 sdk mp template Alright, I've found a couple of related threads in the archive, but they are unsolved: http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg22902.html http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg23814.html There's an apparent fix in that second link but I noticed it's already included in the SDK and I still have the issue (would hate to see what it was like before!). Another curious thing I noticed is that when driving a veihcle this problem doesn't persist, movement is smooth. Surely, I can't be alone with this, because I think it's very much an issue with the sdk code. Anyone? On Thu, Jul 14, 2011 at 2:00 AM, Eek Glur <iiy...@gmail.com> wrote: The SDK Skeleton does seem like an interesting starting base, assuming it doesn't have that problem - but I think it might be a little too stripped down for my needs (seeing that it can't actually start a playable server or do anything by default). Unless perhaps that was just something I messed up, but I get this error: Client missing DT class CWaterBullet Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders failed. Dropped Player from server (Disconnect by user.) What codebase is this intended to be compiled with? Because, I see that it includes a 'vgui_video.cpp', which isn't in any of the 2007 SDKs I pulled from Source SDK (source code only and mp template) - Ended up removing it because even by including the file (thanks Google), there was a link error for it. Anyway, it would still be nice find a solution back at the template mod - I've tried messing with the rates and interp console commands since the rates seemed a little low, but I still get the same effect. Reading up on interpolation though, it sounds very much like what the problem could be, only I've no idea what to do about it, since I obviously won't be understanding that completely, as a beginner. On Wed, Jul 13, 2011 at 8:31 PM, Tom Edwards <t_edwa...@btinternet.com> wrote: Someone else was talking about this a while back, I think it was related to interpolation. I don't recall the fix, but I do know that the SDK Skeleton player doesn't have the problem. https://code.google.com/p/sourcesdk-skeleton/ On that subject, an Alien Swarm version of the skeleton is nearing release. There's only multiplayer ragdolls left to get working. :) On 13/07/2011 7:28, Eek Glur wrote: Well, I noticed the problem in the beginning - so yes, I am experiencing this in a clean base - 2007 multiplayer template, only fixes are compile fixes, release build, default game directory (appid 218), etc. One strange thing I noticed is that while playing is choppy, if I record a demo, on playback it will be super smooth as if there wasn't a problem at all. It's as if the client isn't properly syncronized with the server, while playing. I don't know, but I've had some other people try it out, and they have the same problem, too. Also, sorry for breaking format, I assumed receiving digests would still send my threads back individually - not the case :P How much and exactly where have you been "toying" with your source code? I assume you're not experiencing these issues with a clean, unmodified 2007 scratch or template build? _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders -------------------------------------------------------------------------------- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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