Thanks to another user, Maestro, who pointed out that the prediction
table was missing, I fixed the initial penalty. The final patch is
available on the wiki:

http://developer.valvesoftware.com/wiki/Source_2007_Template_Fixes

On Thu, Jul 14, 2011 at 5:40 PM, Ryan Kistner <azuisl...@gmail.com> wrote:
> I haven't check what the issue is with water, but if you want to fix
> the prediction issues with the SDK sprinting here's a quick diff
> without the initial sprint penalty (undo the earlier patch that fixed
> non-sprinting movement):
>
> http://dl.dropbox.com/u/759758/sdk_sprint.patch
>
> The initial penalty isn't predicted correctly so you'll get jumpy
> movement when you start and stop sprinting. I tried a couple things
> and nothing really fixed the issue, so I've just disabled it for now.
> The other part changes gpGlobal->frametime to the tick interval, as I
> think that code would have issues outside of a listen server.
>
> On Thu, Jul 14, 2011 at 3:31 PM, James Pizzurro
> <ja...@agentredproductions.com> wrote:
>> Oh, sorry, that wasn't meant to be interpreted as sarcasm (I blame the
>> Interwebs).
>>
>> But alas, I think I can redeem myself with a wiki page I created some years
>> ago that fixes at least some of those water animation issues, although I
>> thought it only pertained to non-template SDK 2007:
>> http://developer.valvesoftware.com/wiki/Fix_Missing_Player_Animations
>>
>> On Thu, Jul 14, 2011 at 4:07 PM, Eek Glur <iiy...@gmail.com> wrote:
>>>
>>> Thanks for that sarcasm, but it could also imply that the issue with laggy
>>> movement was (assumed to be) only present when sprinting was disabled, thus
>>> was fixed for that situation. Either way -> pointless issue. I will take a
>>> look into it, but even then - I've already noticed more issues that I'm
>>> probably just fighting a loosing battle -> movement issues persist when
>>> crouching and walking in water, and sometimes just completely randomly when
>>> walking. The hl2dm branch seems not to have all the issues, but even that
>>> works the same in water. *pulls hair out*
>>>
>>> On Thu, Jul 14, 2011 at 8:02 PM, James Pizzurro
>>> <ja...@agentredproductions.com> wrote:
>>>>
>>>> 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/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
>>>>>>>>>
>>>>>>>>> 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
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> _______________________________________________
>>>>>>>>> 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
>>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> James Pizzurro
>>>> Co-founder, Programmer
>>>> Agent Red Productions
>>>> 646-341-3333 direct
>>>> ja...@agentredproductions.com | www.agentredproductions.com
>>>>
>>>> _______________________________________________
>>>> 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
>>>
>>>
>>
>>
>>
>> --
>> James Pizzurro
>> Co-founder, Programmer
>> Agent Red Productions
>> 646-341-3333 direct
>> ja...@agentredproductions.com | www.agentredproductions.com
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> please visit:
>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>>
>>
>>
>

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