YAAAAAAAAAAAY u fixed the problem!!! and now u can blame valve for a
few weeks of trouble!!!

(the rest of us can blame valve for probably more than a few weeks)

I am happy u found a solution psy_commando!



On Wed, Jun 13, 2012 at 8:27 PM, Psy_Commando <psycomma...@gmail.com> wrote:
> You know what Ben, you were right !
> The jittering is gone when I play on a dedicated or remote listen server !
> I can't freaking believe it was that simple..
> Many thanks, now we won't have to port back to OB !
>
> So I guess "net_fakelag" is really broken..
>
>
> On Fri, Jun 8, 2012 at 8:42 PM, Nick <xnicho...@gmail.com> wrote:
>>
>> Explain please! Is what u did reproducable? Please share example code!
>>
>> On Fri, Jun 8, 2012 at 12:35 PM, Ben Pye <bfh...@gmail.com> wrote:
>> > Hmm? I did some testing with my mod, and a listen server gave erratic
>> > results.
>> >
>> >
>> > On Fri, Jun 8, 2012 at 6:30 PM, Psy_Commando <psycomma...@gmail.com>
>> > wrote:
>> >>
>> >> @Ben:
>> >> Broken ? How exactly you got that information, have you got some proof
>> >> of
>> >> that ? Because, I did some tests the last time I heard that, and the
>> >> results
>> >> whether with fakelag or with a remote listen server were similar.
>> >> If you're talking about the difference in behavior between a listen
>> >> server
>> >> and dedicated server, then net_fakelag has nothing to do with it.
>> >>
>> >>
>> >> On Fri, Jun 8, 2012 at 5:21 AM, Ben Pye <bfh...@gmail.com> wrote:
>> >>>
>> >>> I do not know of a way to fix it for listen servers, however, it does
>> >>> function correctly in dedicated servers, so if you really need to use
>> >>> it
>> >>> that's going to be the best way.
>> >>>
>> >>>
>> >>> On Fri, Jun 8, 2012 at 12:47 AM, Nick <xnicho...@gmail.com> wrote:
>> >>>>
>> >>>> is there any way to fix net_fakelag? Everytime i use it things get
>> >>>> glichy like i am on dialup..
>> >>>>
>> >>>> On Thu, Jun 7, 2012 at 1:47 PM, Ben Pye <bfh...@gmail.com> wrote:
>> >>>> > Psy_commando, net_fakelag is broken on a listen server, the results
>> >>>> > are
>> >>>> > unpredictable.
>> >>>> >
>> >>>> >
>> >>>> > On Thu, Jun 7, 2012 at 6:26 PM, Nick <xnicho...@gmail.com> wrote:
>> >>>> >>
>> >>>> >> .... i like the video it makes a much better picture of whats
>> >>>> >> going
>> >>>> >> wrong.. It seems something with the view angles are being
>> >>>> >> dampened?
>> >>>> >>
>> >>>> >> Is it possible to check when the clientside viewangles and the
>> >>>> >> serverside viewangles reach a certain trigger point 0 or 90 or 180
>> >>>> >> and
>> >>>> >> do a breakpoint on both the client and the server to determine
>> >>>> >> which
>> >>>> >> exact parts are responsible for the slow serverside viewangle
>> >>>> >> adjustments?
>> >>>> >>
>> >>>> >> On Thu, Jun 7, 2012 at 12:07 PM, Psy_Commando
>> >>>> >> <psycomma...@gmail.com>
>> >>>> >> wrote:
>> >>>> >> > I think my explanation wasn't all that clear so here's a vid :
>> >>>> >> > http://youtu.be/xHYjoYWU8Kg
>> >>>> >> >
>> >>>> >> > Basically, I made the fighter into a marine useable entity,  in
>> >>>> >> > a
>> >>>> >> > clean
>> >>>> >> > new
>> >>>> >> > asw build, and the jittering is gone. Its obviously something
>> >>>> >> > this
>> >>>> >> > build
>> >>>> >> > of
>> >>>> >> > asw has that my main build has not. Most likely something in the
>> >>>> >> > marine
>> >>>> >> > code.
>> >>>> >> >
>> >>>> >> > And Nick, stop begging for code I already told you the code
>> >>>> >> > would
>> >>>> >> > be
>> >>>> >> > available publicly soon.
>> >>>> >> >
>> >>>> >> >
>> >>>> >> > On Thu, Jun 7, 2012 at 10:32 AM, Mart-Jan Reeuwijk
>> >>>> >> > <mreeu...@yahoo.com>
>> >>>> >> > wrote:
>> >>>> >> >>
>> >>>> >> >> I told you where to find what his question is bout (don't even
>> >>>> >> >> know if
>> >>>> >> >> that part's source code is avail, not looked).... you wanted to
>> >>>> >> >> take a
>> >>>> >> >> look
>> >>>> >> >> on it.
>> >>>> >> >>
>> >>>> >> >> I would have replied to him if I had done stuff similar or with
>> >>>> >> >> the
>> >>>> >> >> same
>> >>>> >> >> in the past and . As I didn't, and have no time to start
>> >>>> >> >> figuring
>> >>>> >> >> out
>> >>>> >> >> from
>> >>>> >> >> the SDK to come to the same position as he is now, its no use.
>> >>>> >> >> I
>> >>>> >> >> replied to
>> >>>> >> >> you, to get you to get smarter with the replies, for you keep
>> >>>> >> >> asking
>> >>>> >> >> for
>> >>>> >> >> "full source code" which nobody is ever going to give unless
>> >>>> >> >> you're in
>> >>>> >> >> the
>> >>>> >> >> same team/project and have that already. Either give a
>> >>>> >> >> meaningful
>> >>>> >> >> reply, or
>> >>>> >> >> give some feedback in which you might search, so they can
>> >>>> >> >> continue. He
>> >>>> >> >> as
>> >>>> >> >> programmer wont be scared to try some stuff out or find out if
>> >>>> >> >> its
>> >>>> >> >> correct.
>> >>>> >> >> Just replying without thinking which achieves nothing is just a
>> >>>> >> >> waste
>> >>>> >> >> of
>> >>>> >> >> time.
>> >>>> >> >>
>> >>>> >> >> Now, go back to that question, what was the question about?
>> >>>> >> >> The discussion had lead to the question what the difference in
>> >>>> >> >> handling
>> >>>> >> >> was between a marine object and another moving object. The
>> >>>> >> >> first
>> >>>> >> >> thing
>> >>>> >> >> that
>> >>>> >> >> comes to mind for me is vertical/horizontal movement
>> >>>> >> >> limiters/dampeners
>> >>>> >> >> or
>> >>>> >> >> speed ramping in w/e capacity it is coded in. For movements in
>> >>>> >> >> liquid
>> >>>> >> >> should
>> >>>> >> >> be moving slower, speeding up/down slower and more limited in
>> >>>> >> >> speed/direction etc. But I didn't answer that, for I (normally)
>> >>>> >> >> am
>> >>>> >> >> not
>> >>>> >> >> kicking in a open door, for he would know that already.
>> >>>> >> >> Question
>> >>>> >> >> would
>> >>>> >> >> be:
>> >>>> >> >> isn't the same type of code active, but just the marine with
>> >>>> >> >> smaller
>> >>>> >> >> bounds
>> >>>> >> >> which make it way less/not noticeable.
>> >>>> >> >>
>> >>>> >> >> ________________________________
>> >>>> >> >> From: Nick <xnicho...@gmail.com>
>> >>>> >> >> To: Mart-Jan Reeuwijk <mreeu...@yahoo.com>; Discussion of
>> >>>> >> >> Half-Life
>> >>>> >> >> Programming <hlcoders@list.valvesoftware.com>
>> >>>> >> >> Sent: Thursday, 7 June 2012, 13:44
>> >>>> >> >>
>> >>>> >> >> Subject: Re: [hlcoders] Prediction Jerkiness with aircraft ?
>> >>>> >> >>
>> >>>> >> >> 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
>> >>>> >> >> <mreeu...@yahoo.com>
>> >>>> >> >> 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 <xnicho...@gmail.com>
>> >>>> >> >> > To: Discussion of Half-Life Programming
>> >>>> >> >> > <hlcoders@list.valvesoftware.com>
>> >>>> >> >> > 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
>> >>>> >> >> > <psycomma...@gmail.com>
>> >>>> >> >> > 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
>> >>>> >> >> >> <psycomma...@gmail.com>
>> >>>> >> >> >> 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
>> >>>> >> >> >>> <omegal...@gmail.com>
>> >>>> >> >> >>> 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
>> >>>> >> >> >>>> <psycomma...@gmail.com>
>> >>>> >> >> >>>> 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
>> >>>> >> >> >>>>> <xnicho...@gmail.com>
>> >>>> >> >> >>>>> 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
>> >>>> >> >> >>>>>> <mreeu...@yahoo.com>
>> >>>> >> >> >>>>>> 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 <xnicho...@gmail.com>
>> >>>> >> >> >>>>>> > To: Discussion of Half-Life Programming
>> >>>> >> >> >>>>>> > <hlcoders@list.valvesoftware.com>
>> >>>> >> >> >>>>>> > 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
>> >>>> >> >> >>>>>> > <saul.renni...@gmail.com>
>> >>>> >> >> >>>>>> > 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
>> >>>> >> >> >>>>>> >>> <psycomma...@gmail.com>
>> >>>> >> >> >>>>>> >>> wrote:
>> >>>> >> >> >>>>>> >>>
>> >>>> >> >> >>>>>> >>> *I meant in MP with predictions off
>> >>>> >> >> >>>>>> >>>
>> >>>> >> >> >>>>>> >>>
>> >>>> >> >> >>>>>> >>> On Wed, May 2, 2012 at 12:39 AM, Psy_Commando
>> >>>> >> >> >>>>>> >>> <psycomma...@gmail.com>
>> >>>> >> >> >>>>>> >>> 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
>> >>>> >> >> >>>>>> >>> <psycomma...@gmail.com>
>> >>>> >> >> >>>>>> >>> 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
>> >>>> >> >> >>>>>> >>> <psycomma...@gmail.com>
>> >>>> >> >> >>>>>> >>> 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.
>> >>>> >> >> >>>>>> >>> <joelru...@gmail.com>
>> >>>> >> >> >>>>>> >>> 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
>> >>>> >> >> >>>>>> >>> <psycomma...@gmail.com>
>> >>>> >> >> >>>>>> >>> 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
>> >>>> >> >> >>>>>> >>> <bfh...@gmail.com>
>> >>>> >> >> >>>>>> >>> 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
>> >>>> >> >>
>> >>>> >> >>
>> >>>> >> >
>> >>>> >> >
>> >>>> >> > _______________________________________________
>> >>>> >> > 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
>> >>>
>> >>>
>> >>
>> >>
>> >> _______________________________________________
>> >> 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
>
>

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