The title of that fix on the VDC is actually quite clever, being "Fix laggy
movement when Sprinting is disabled," which seems to imply it's only for
mods that want sprinting disabled entirely, so I'm not too surprised to hear
it doesn't work for mods that want sprinting enabled but the "laggy
movement" fixed.

That said and while I don't have the source code in front of me to pull up,
I'd probably start by searching for all instances of "m_flRunSpeed" and look
for anything pertaining to updating movement (which I imagine will be the
majority of the results). I'd be surprised if that search didn't give you at
least one lead to go off of.

On Thu, Jul 14, 2011 at 2:23 PM, Eek Glur <iiy...@gmail.com> wrote:

> Up-on reverting to a completely clean SDK, I can see that this does
> somewhat work, sorry for that! However there are still some big problems:
> the patch (as far as I can tell) for sprinting just sets the players speed
> to their defined sprint speed instead of  run speed, not much of a problem
> if you don't use sprinting since the movements are smooth (YAY). But if you
> do, then running is the same as sprinting, and there are lots of
> inconsitencies with moving - By default movement is choppy, when sprinting
> movement is choppy (yet sometimes not choppy?), when reverting to normal
> movement after sprinting movement is smooth again. So, it does seem workable
> to use without sprinting/stamina, although, it's not a complete fix -
> which'd be nice! (also it seems kind of overcomplicated to modify movement
> code without coming up with this problem over and over again, currently).
>
> Thanks all.
>
>
> On Thu, Jul 14, 2011 at 5:38 PM, Eek Glur <iiy...@gmail.com> wrote:
>
>> I don't know how this worked for you, because I applied both patches with
>> and without sprinting enabled, and nothing changes, but you are right -
>> host_timescale 0.1 is a great way of demonstrating the problem. Any more
>> ideas? What could I have done wrong :/
>>
>>
>> On Thu, Jul 14, 2011 at 6:56 AM, Ryan Liptak <squeek...@hotmail.com>wrote:
>>
>>> You're right, ignore what I replied with earlier, it does nothing to
>>> solve the issue. I just tested the sprinting fix on its own with a fresh
>>> 2007 SDK template and it fixes the jittery movement (by the way, if anyone
>>> wants to see the issue clearly, use host_timescale 0.1 on a fresh 2007 SDK
>>> template mod).
>>>
>>>  -----Original Message----- From: Ryan Kistner
>>>> Sent: Wednesday, July 13, 2011 8:56 PM
>>>>
>>>> To: Discussion of Half-Life Programming
>>>> Subject: Re: [hlcoders] Choppy motion using the 2007 sdk mp template
>>>>
>>>> If you're using the 2007 template SDK you might want to see if you
>>>> have SDK_USE_SPRINTING set. If it isn't then flMaxSpeed is set
>>>> incorrectly. I don't remember specifically what was going on but I
>>>> helped a user fix two issues in the template SDK:
>>>>
>>>> http://developer.**valvesoftware.com/wiki/Source_**2007_Template_Fixes<http://developer.valvesoftware.com/wiki/Source_2007_Template_Fixes>
>>>> http://developer.**valvesoftware.com/wiki/**Viewmodel_Prediction_Fix<http://developer.valvesoftware.com/wiki/Viewmodel_Prediction_Fix>
>>>>
>>>> I'd check cl_showerror 2 as well before commenting out sendprop entries.
>>>>
>>>> On Wed, Jul 13, 2011 at 9:33 PM, Ryan Liptak <squeek...@hotmail.com>
>>>> wrote:
>>>>
>>>>> I was recently looking into this as well, and found this:
>>>>> http://forums.steampowered.**com/forums/showthread.php?t=**
>>>>> 683570&page=3<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/msg22902.html>
>>>>> http://www.mail-archive.com/**hlcoders@list.valvesoftware.**
>>>>> com/msg23814.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/<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<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<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<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<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<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<http://list.valvesoftware.com/mailman/listinfo/hlcoders>
>>>
>>>
>>
>
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>
>
>


-- 
*James Pizzurro*
Co-founder, Programmer
Agent Red Productions
646-341-3333 direct
ja...@agentredproductions.com | www.agentredproductions.com
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