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 >> >> >> > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders