LOL! U talk nice words. It is easy to pop up out of nowhere and attack
me( i was  only person to even offer a reply).

Mart-Jan Reeuwijk can you determine what the problem is without
looking at his code??

I would ask you (Mart-Jan Reeuwijk) to help. Please! This is a serious
issue and
Psy_Commando is very eager to have this thing fixed!



On Thu, Jun 7, 2012 at 1:20 AM, Mart-Jan Reeuwijk <[email protected]> wrote:
> stop asking for the code, esp when they use it from the VALVE SDK's....
> which means it should already be on your hard disk. If its some they wrote
> themselves, they wouldn't ask what the difference is between marine vehicle
> code and other handling code within it. Instead they would link up the code
> fragments that they wrote themselves.
>
> And this is bout the 4th time I see you asking for code or when they quote
> some code part asking for the full code where its totally irrelevant. Seems
> to me your not a dev,
>
> ________________________________
> From: Nick <[email protected]>
> To: Discussion of Half-Life Programming <[email protected]>
> Sent: Thursday, 7 June 2012, 7:23
>
> Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
>
> Nobody can answer that if you don't share the code........
>
> On Wed, Jun 6, 2012 at 9:19 PM, Psy_Commando <[email protected]> wrote:
>> I tried to go with the marine/aircraft hybrid, but I decided to turn it
>> into
>> a marine driven vehicle before. And for some reasons, it works perfectly
>> with no jitter !
>> What could be taking place in the marine code that would solve that
>> jittering problem ?
>>
>>
>>
>> Thu, May 17, 2012 at 1:26 AM, Psy_Commando <[email protected]> wrote:
>>>
>>> Urgh, forget what I said before, the problem is still there.. However,
>>> attaching a point_viewcontrol to to the vehicle reduce most of the
>>> sluggishness
>>>
>>> And thanks for the answer Tony.
>>>
>>>
>>> On Wed, May 16, 2012 at 1:37 AM, Tony "omega" Sergi <[email protected]>
>>> wrote:
>>>>
>>>> It's probably your movement type.
>>>> If you're simulating with vphysics, then you've gotta use either
>>>> applyvelocityimpulse or make a motion controller to apply the velocity
>>>> properly.
>>>> if you're not using movetype_vphysics then SetAbsVelocity should work
>>>> with for example MOVETYPE_NOCLIP or MOVETYPE_FLY.
>>>>
>>>>
>>>>
>>>> On Wed, May 16, 2012 at 1:31 PM, Psy_Commando <[email protected]>
>>>> wrote:
>>>>>
>>>>> Alright, I think I fixed some of the problem. It still jitters from
>>>>> time
>>>>> to time, but if you're lucky it won't do it at all.. Thanks for the
>>>>> help
>>>>> this far guys.
>>>>>
>>>>> The problem was that the new origin and velocity weren't matching. on
>>>>> the server itself during the same frame.
>>>>>
>>>>> But I still don't get it ... For some reasons if I set a velocity and
>>>>> then change the origin, the velocity will be applied 2x times to the
>>>>> entity,
>>>>> making it move very fast :
>>>>>>
>>>>>> SetAbsVelocity( Vel );
>>>>>>
>>>>>> SetAbsOrigin( GetAbsOrigin() + Vel );
>>>>>
>>>>>
>>>>> If I just set the velocity and not the origin, no movement at all:
>>>>>>
>>>>>> SetAbsVelocity( Vel );
>>>>>
>>>>>
>>>>>  If I calculate my new origin, by adding a velocity I computed to the
>>>>> current origin, the plane move a the right speed but the velocity stays
>>>>> at 0
>>>>> evidently, causing issue with any velocity based method ...
>>>>>>
>>>>>> SetAbsOrigin( GetAbsOrigin() + Vel );
>>>>>
>>>>>
>>>>> Does anybody knows what's applying the velocity, and why it doesn't
>>>>> apply it when the vehicle origin isn't changed ?
>>>>>
>>>>>
>>>>>
>>>>> On Thu, May 3, 2012 at 11:59 PM, Nick <[email protected]> wrote:
>>>>>>
>>>>>> Hard to believe a free sdk such as ALIEN SWARM is going to get any
>>>>>> complaints if the code is buggy to begin with..I feel sorry for
>>>>>> commando.....because without him uploading aworking sdk with the
>>>>>> problem, there is no way for someone to help him fix it.
>>>>>>
>>>>>> On Thu, May 3, 2012 at 12:02 PM, Mart-Jan Reeuwijk
>>>>>> <[email protected]>
>>>>>> wrote:
>>>>>> > Nick, ppl only need that piece of specific code sometimes, the rest
>>>>>> > can just
>>>>>> > be discussed on points of interest. Which is what this mailing list
>>>>>> > is for.
>>>>>> > Nobody will upload a full working codebox to test it out, as the
>>>>>> > snippet of
>>>>>> > relevant code is the only part thats interesting to the case.
>>>>>> >
>>>>>> > He's only looking for pointers and idea's. That way he finds new
>>>>>> > places to
>>>>>> > explore in relation to the problem.
>>>>>> >
>>>>>> > Uploading the complete edited kit where he has a problem with solves
>>>>>> > nothing. For 99.9999 % of all that is not relevant, not even
>>>>>> > withstanding
>>>>>> > that uploading a SDK is against terms most probably of the SDK. He
>>>>>> > stated
>>>>>> > that he used a certain SDK, and that his relevant snippet of code is
>>>>>> > on a
>>>>>> > certain place. Thats all thats needed really.
>>>>>> >
>>>>>> > ________________________________
>>>>>> > From: Nick <[email protected]>
>>>>>> > To: Discussion of Half-Life Programming
>>>>>> > <[email protected]>
>>>>>> > Sent: Thursday, 3 May 2012, 6:34
>>>>>> >
>>>>>> > Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
>>>>>> >
>>>>>> > Everything would be solved if there was a working demo of the
>>>>>> > problem.
>>>>>> > If a random person can't download and reproduce the problem in one
>>>>>> > or
>>>>>> > two clicks... then....................... not going to be solved.
>>>>>> >
>>>>>> > Please give us an exact copy of the sdk u are using. so there is no
>>>>>> > doubt we can reproduce the problem exactly. that is the only way it
>>>>>> > will be fixed, ever.
>>>>>> >
>>>>>> > On Wed, May 2, 2012 at 4:50 AM, Saul Rennison
>>>>>> > <[email protected]>
>>>>>> > wrote:
>>>>>> >> Don't worry Tony, he'll ignore you again, and ask for the next week
>>>>>> >> what's
>>>>>> >> still wrong.
>>>>>> >>
>>>>>> >>
>>>>>> >> On Wednesday, May 2, 2012, Tony "omega" Sergi wrote:
>>>>>> >>>
>>>>>> >>> Like i said in the first place.. it's only simulating properly on
>>>>>> >>> ONE
>>>>>> >>> SIDE. which is why you're jittering.
>>>>>> >>> I'm sorry I don't have time to actually play with it for you, but
>>>>>> >>> if you
>>>>>> >>> listen to me that should get you on the right track.
>>>>>> >>> the client side is running it's update code as it should, but the
>>>>>> >>> server
>>>>>> >>> is not moving. so the client is "fighting" with the networked
>>>>>> >>> values.
>>>>>> >>>
>>>>>> >>> On Wed, May 2, 2012 at 1:40 PM, Psy_Commando
>>>>>> >>> <[email protected]>
>>>>>> >>> wrote:
>>>>>> >>>
>>>>>> >>> *I meant in MP with predictions off
>>>>>> >>>
>>>>>> >>>
>>>>>> >>> On Wed, May 2, 2012 at 12:39 AM, Psy_Commando
>>>>>> >>> <[email protected]>
>>>>>> >>> wrote:
>>>>>> >>>
>>>>>> >>> I'm starting to think something on the server is messing with the
>>>>>> >>> server-side position..
>>>>>> >>>
>>>>>> >>> I ran the code in MP , and noticed that the clientside position
>>>>>> >>> was
>>>>>> >>> steady, while the server-side pos was jittering.
>>>>>> >>> Update on prediction jittering
>>>>>> >>>
>>>>>> >>>
>>>>>> >>>
>>>>>> >>> On Mon, Apr 30, 2012 at 4:46 PM, Psy_Commando
>>>>>> >>> <[email protected]>
>>>>>> >>> wrote:
>>>>>> >>>
>>>>>> >>> Oh, and did I mention that the Hl2 buggy does the same thing ?
>>>>>> >>>
>>>>>> >>>
>>>>>> >>> On Sun, Apr 29, 2012 at 9:15 PM, Psy_Commando
>>>>>> >>> <[email protected]>
>>>>>> >>> wrote:
>>>>>> >>>
>>>>>> >>> Well I didn't change much from the ES code, I just cut the useful
>>>>>> >>> parts,
>>>>>> >>> and tweaked them to fit the vehicle code I had. So yeah, its
>>>>>> >>> pretty
>>>>>> >>> much
>>>>>> >>> the
>>>>>> >>> same thing they did, but I'm guessing maybe it was written that
>>>>>> >>> way
>>>>>> >>> to
>>>>>> >>> fix
>>>>>> >>> bug they had with the old prediction system, so that might explain
>>>>>> >>> why it
>>>>>> >>> doesn't work in my case.
>>>>>> >>>
>>>>>> >>> Also, since I want this to work in multiplayer, I have to have it
>>>>>> >>> shared
>>>>>> >>> between client/server. If its only server side the controls will
>>>>>> >>> be
>>>>>> >>> laggy,
>>>>>> >>> and if its client side, it will be difficult to update the
>>>>>> >>> position
>>>>>> >>> on
>>>>>> >>> other
>>>>>> >>> clients.
>>>>>> >>>
>>>>>> >>> I already did override the GetRenderOrigin method and copied the
>>>>>> >>> smoothing
>>>>>> >>> code for the player in there. The problem is that it works only if
>>>>>> >>> there
>>>>>> >>> are
>>>>>> >>> prediction errors detected, and it detects none.
>>>>>> >>>
>>>>>> >>> I think you're not far with the truth by saying it might be a
>>>>>> >>> battle
>>>>>> >>> between smoothing and simulation. One odd thing I noticed, is that
>>>>>> >>> when I
>>>>>> >>> run the game with maxplayer to 1, it runs only the server code,
>>>>>> >>> and
>>>>>> >>> the
>>>>>> >>> jitter is still there...
>>>>>> >>>
>>>>>> >>>
>>>>>> >>>
>>>>>> >>> On Sun, Apr 29, 2012 at 4:56 PM, Joel R. <[email protected]>
>>>>>> >>> wrote:
>>>>>> >>>
>>>>>> >>> I'd start from scratch again.
>>>>>> >>>
>>>>>> >>> Quick question though...  Are the ships in Eternal Silence
>>>>>> >>> updating
>>>>>> >>> the
>>>>>> >>> client entity position and angles as you are?  Or is it server
>>>>>> >>> side
>>>>>> >>> only...?
>>>>>> >>>
>>>>>> >>> On the flip side... I would create my own custom clientside
>>>>>> >>> entity.  This
>>>>>> >>> way YOU control everything that happens to it, and not the server,
>>>>>> >>> because
>>>>>> >>> it appears like you are battling with the prediction system.  If
>>>>>> >>> the
>>>>>> >>> origin/angles are off by a small tolerance (defined in
>>>>>> >>> c_baseentity.cpp),
>>>>>> >>> the client will teleport immediately to the server values.
>>>>>> >>>
>>>>>> >>> Also, for the smoothing, I'd override the GetRenderOrigin and
>>>>>> >>> GetRenderAngles functions.  This way you can display a smoothed
>>>>>> >>> origin/angles, but the simulation origin and angles are still
>>>>>> >>> simulated
>>>>>> >>> perfectly.  This may be another reason why you are getting jitter,
>>>>>> >>> because
>>>>>> >>> of the battle between smoothing and simulation.
>>>>>> >>>
>>>>>> >>>
>>>>>> >>>
>>>>>> >>> On Sun, Apr 29, 2012 at 2:39 PM, Psy_Commando
>>>>>> >>> <[email protected]>
>>>>>> >>> wrote:
>>>>>> >>>
>>>>>> >>> Finally got the dedicated server to work with my local network ip.
>>>>>> >>> It
>>>>>> >>> does
>>>>>> >>> the same thing as with net_fakelag on the listen server, it
>>>>>> >>> doesn't
>>>>>> >>> look
>>>>>> >>> broken to me...
>>>>>> >>>
>>>>>> >>> Still can't find what part of the code is causing the
>>>>>> >>> stuttering...
>>>>>> >>>
>>>>>> >>>
>>>>>> >>> On Sun, Apr 29, 2012 at 10:43 AM, Ben Pye <[email protected]>
>>>>>> >>> wrote:
>>>>>> >>>
>>>>>> >>> W
>>>>>> >>>
>>>>>> >>> --
>>>>>> >>> -Tony
>>>>>> >>>
>>>>>> >>
>>>>>> >>
>>>>>> >> --
>>>>>> >>
>>>>>> >>
>>>>>> >> Kind regards,
>>>>>> >> Saul Rennison
>>>>>> >>
>>>>>> >> _______________________________________________
>>>>>> >> To unsubscribe, edit your list preferences, or view the list
>>>>>> >> archives,
>>>>>> >> please visit:
>>>>>> >> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>> >>
>>>>>> >>
>>>>>> >
>>>>>> > _______________________________________________
>>>>>> > To unsubscribe, edit your list preferences, or view the list
>>>>>> > archives,
>>>>>> > please visit:
>>>>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>> >
>>>>>> >
>>>>>> >
>>>>>> >
>>>>>> > _______________________________________________
>>>>>> > To unsubscribe, edit your list preferences, or view the list
>>>>>> > archives,
>>>>>> > please visit:
>>>>>> > https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>> >
>>>>>> >
>>>>>>
>>>>>> _______________________________________________
>>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>>> please visit:
>>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>>
>>>>>
>>>>>
>>>>> _______________________________________________
>>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>>> please visit:
>>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>>
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> -Tony
>>>>
>>>>
>>>> _______________________________________________
>>>> To unsubscribe, edit your list preferences, or view the list archives,
>>>> please visit:
>>>> https://list.valvesoftware.com/cgi-bin/mailman/listinfo/hlcoders
>>>>
>>>>
>>>
>>
>>
>> _______________________________________________
>> To unsubscribe, edit your list preferences, or view the list archives,
>> 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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> please visit:
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>
>

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