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