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 >> >> > > _______________________________________________ > 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

