Re: [hlcoders] laggy animations

2006-08-15 Thread Michael Chang
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Thank you so much for that explanation Paul.
Our team of two programmers (myself and another person) have been digesting
what you've been saying to try and crack at the problem.

I've been actually trying to fix m_flCycle in c_baseanimating all night last
night, but now I realize that's probably not where the source of the problem
is, according to your description.

Yes. Indeed we are doing multiplayer, and we have plenty of gestures, so
this is a must-fix. Thankfully, not a complete show-stopper since the last
patch.

Can you please give an example of what the prediction code looks like (a
line or two would do it)? I'm still only a month and a half into studying
the source engine code. I'm guessing it probably looks like:

BEGIN_PREDICTION_DATA( C_HL2MP_Player )
END_PREDICTION_DATA()

and probably using some macro that I haven't found yet.

This is essentially what I said in the VERC forum but hopefully this
summary
will help you understand better.

Definitely. Thanks again. I'll post another email on the status of this once
we've exhausted trying everything you've mentioned.




I noticed in a few places that it sets the player's pitch the same as
eyeangles using SetLocalAngles, and then changes it back. Is there any
real
reason for this, ever?

I've noticed that this causes a back and forth stuttering. Commenting it out
will resolve the problem, but I'm not 100% sure if that's the right way to
fix it.


For everyone having third-person animation issues (specifically HL2DM), our
team has gathered a wiki page dedicated to fixing it. It can be found at:
http://berimbau.pbwiki.com/Fix%20third-person%20client-side%20animation
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Re: [hlcoders] Reloading while running/walking?

2006-08-15 Thread Aaron Schiff
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They use animation layers...see the player model example in
sourcesdk_content for help on them.

On 8/14/06, Gustavo Restrepo [EMAIL PROTECTED] wrote:

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 I was just wondering if this is possible with the npc_citizen17
 animations.
 I am working on a 3d person view and the player model has the same exact
 animations as the hl2 citizen17. Sometimes when the player is running and
 he
 needs to reload i want him to reload his gun while still playing the run
 animation. I've seen in CS:S and HL2DM that players can run and reload at
 the same time but in my mod he either runs or reloads. Even when he plays
 the reloading animation the player is still moves but his legs are static
 -
 so it looks kinda shitty. I was looking at the animations of the citizen
 and
 there is no running while reloading animation. So i was wondering i
 anybody
 out there knew how this can be accomplished (HL2DM and CS:S did it!)
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Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Aaron Schiff
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A real driving/racing mod would need to implement vehicle prediction.

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Re: [hlcoders] Variable Memory Location

2006-08-15 Thread Justin Krenz

I already have that part all worked.  I just wanted to customize the
configuration panel.  I found what I was looking for on my own.  I found
a program called TSearch that lets you watch for changes in memory and
search for specific variables and was able to easily find the locations
I was looking for.

Adam amckern Mckern wrote:

You might want to read config.cfg in the cfg folder,
and then apply a bind command in the code IE:

if (pPlayer isCommander)
{
cvar-FindVar(bind q)-SetValue(cc_dropmedpack);
}

When the users exits what ever it is - i spose it a
command console - you execute a backup copy of
config.cfg

if (pPlyaer isGrunt)
{
cvar-FindVar(exec)-SetValue(cfg/backup.cfg);

Or if they exit the game while still in the console,
execute the backup copy on the game shutdown.

Adam

--- Justin Krenz [EMAIL PROTECTED] wrote:


I'm assigning multiple commands to the same key.  I
just want the
keyboard options panel to show that multiple
commands are bound to the
same key.  I'm overwriting whatever the user is
doing in the keyboard
panel since the panel tries to keep only one key
bound to a command.

Andrew Forsberg wrote:

Tool tips is my guess.

Or, are you dynamically changing a player's key

bindings? If not, the

key bindings will be constants on the client,

right?

On Mon, 2006-08-14 at 19:00 -0700, Jeremy Swigart

wrote:

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Given that plugins are server sided usually, what

do you plan to accomplish

if you can hack that? It isn't just a single

variable you need access to

most likely.

On 8/14/06, Justin Krenz [EMAIL PROTECTED]

wrote:

  Specifically, I want to be able to access the

GameUI's key bind list

displayed in the keyboard options panel, to

manually tell it what key to

show as bound to a command.  All I need to do is

find the memory

location where the panel stores the char for

each command in the list.



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Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Robbie Groenewoudt
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I was thinking though. You can't really predict any driver-input so when the
driver has a higher ping ( like 200) and riding hard, prediction wouldn't
really make it better. (for example, the driver stops but due ping the
command gets 200 ms later and the vehicle 'teleports' some units back.

On 8/15/06, Aaron Schiff [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 A real driving/racing mod would need to implement vehicle prediction.

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Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Paul Peloski
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Err, prediction would definitely work for a driving mod, prediction works by
allowing the local players input to be considered authoritative by the
client side for a little while, until the server acknowledges (or denies)
the predicted movements by the client.

In your example, if the driver stops his client would show the stop
immediately (by predicting it). After the server has acknowledged the stop
is in fact possible by sending the stopped location back to the client, the
client will say okay cool, I already knew that, thanks for confirming.
Meanwhile the client has moved onto something else that the server will
ackowledge later. This allows the client to run around as if hes
latency-free and only mucks up when the server denies something the client
thinks it can do (ie, prediction error.)

If you don't predict, the game will feel very unresponsive, since your input
will have to be acknowledged by the server and sent back before you see it
happen. The higher your ping, the worse the response time. It works fine for
single player games but not for fast-paced multiplayer.

On 8/15/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 I was thinking though. You can't really predict any driver-input so when
 the
 driver has a higher ping ( like 200) and riding hard, prediction wouldn't
 really make it better. (for example, the driver stops but due ping the
 command gets 200 ms later and the vehicle 'teleports' some units back.


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Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Jeffrey \botman\ Broome

Paul Peloski wrote:


If you don't predict, the game will feel very unresponsive, since your input
will have to be acknowledged by the server and sent back before you see it
happen. The higher your ping, the worse the response time. It works fine for
single player games but not for fast-paced multiplayer.


However, the remote client (the one who's observing the vehicle, not the
one who's driving it) could see prediction problems if his latency to
the server is high.

Slow moving objects will have less prediction errors.  Faster moving
objects (or objects that make sudden direction changes) will have more
prediction issues.

--
Jeffrey botman Broome

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Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Paul Peloski
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On 8/15/06, Jeffrey botman Broome [EMAIL PROTECTED] wrote:

 However, the remote client (the one who's observing the vehicle, not the
 one who's driving it) could see prediction problems if his latency to
 the server is high.


You're mistaken, the only entities that are predicted are: the local player,
his weapons and his viewmodel. If you do cl_predictionlist 1 you will see
something to the effect of

player
viewmodel
weapon_crowbar
weapon_..

No matter how many other players are on the server, only one 'player' is
predicted. Entities that are under the control of the the local players
input are predicted, since they're the only things that the local client can
be authoritative about. Other players in the game (or their vehicles) don't
fit this description, the client would have no idea how to predict the
movement of some random guy on the server.

Remote players and other entities ARE interpolated and extrapolated, which
are simply smoothing out position/animation values in between network data
(otherwise, you would only see the player move/animate when you got new
data, not every frame). But these entities are not predicted.

What you see on the remote client is always a bit BEHIND the server because
of the time it takes for the server to transmit the entities locations to
you. HL2DM makes up for this with the lag compensation system which moves
players back in time to match your shot with what you would have seen when
you made the shot.

I hope that clears up some confusion?
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Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread Justin Krenz

When I first started programming the vehicle code for Empires, I tried
to implement vehicle prediction.  This consisted of me copying the
physics entity of the vehicle onto the client so that I could predict
the physics portion of the vehicle on the client side for the predicted
frame.  Everything worked fine if you told the client to ignore updates
from the server, ie, wholly client-side vehicles.  With prediction, once
the server sent an update and the physics object of the vehicle was
correctly positioned to match the server copy, there was still energy in
the physics object left over from the client-side predicted frame.  As
the player drove his  vehicle, it would begin to climb up into the air
as the game was essentially pulling it back to match the server while it
still had energy that was trying to move it forward from the predicted
frame.  When it couldn't go forward, it went up a small amount and
created an oscillating effect.  I never found out how to completely
erase the energy of the physics object it gained on the client frame and
assumed it wasn't possible because there wasn't enough access to the
internal variables of the physics object.  I plan on going back and
working on it, but I'm going to make it fully client-side instead as I
believe it's easier to implement anti-cheat functionality rather than
fix the physics issue.  Plus, you get the benefit of saving server cpu
time, and with prediction, you have to send more network info to
describe the properties of the physics object to make an accurate
prediction rather than just the origin and angles of the vehicle model.

Paul Peloski wrote:

--
[ Picked text/plain from multipart/alternative ]
Err, prediction would definitely work for a driving mod, prediction works by
allowing the local players input to be considered authoritative by the
client side for a little while, until the server acknowledges (or denies)
the predicted movements by the client.

In your example, if the driver stops his client would show the stop
immediately (by predicting it). After the server has acknowledged the stop
is in fact possible by sending the stopped location back to the client, the
client will say okay cool, I already knew that, thanks for confirming.
Meanwhile the client has moved onto something else that the server will
ackowledge later. This allows the client to run around as if hes
latency-free and only mucks up when the server denies something the client
thinks it can do (ie, prediction error.)

If you don't predict, the game will feel very unresponsive, since your input
will have to be acknowledged by the server and sent back before you see it
happen. The higher your ping, the worse the response time. It works fine for
single player games but not for fast-paced multiplayer.

On 8/15/06, Robbie Groenewoudt [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
I was thinking though. You can't really predict any driver-input so when
the
driver has a higher ping ( like 200) and riding hard, prediction wouldn't
really make it better. (for example, the driver stops but due ping the
command gets 200 ms later and the vehicle 'teleports' some units back.



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Re: [hlcoders] Linux crashes on startup, anybody else getting this?

2006-08-15 Thread Scott Loyd

anything new on this?

Teddy wrote:

We're having the same problem at the moment, haven't been able to find
a workaround for it yet.

On 8/11/06, Mike Durand [EMAIL PROTECTED] wrote:

Hi Gavin-

This issue appears to be well-known and we are working on a fix for this
issue.

-Mike

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Gavin
Sent: Thursday, August 10, 2006 4:53 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] Linux crashes on startup, anybody else getting this?

Hey gang,

Are people's Linux builds working at the moment? While I can compile
(using the changes on the KI page), the server crashes as soon as it
starts up. This happens right after Console initialized and occurs
both with an existing mod and a fresh start a mod from scratch.

The server has been fully updated with the steam update tool,
gameinfo.txt is using the new 215 biz.

And the last moments:

#0  0x in ?? ()
#1  0xb730d693 in CModAppSystemGroup::Create () from bin/engine_i686.so
#2  0xb740f3ff in CAppSystemGroup::Run () from bin/engine_i686.so
#3  0xb730dfff in CDedicatedServerAPI::ModInit () from
bin/engine_i686.so
#4  0xb7d7b24a in CDedicatedAppSystemGroup::Main () from
bin/dedicated_i686.so
#5  0xb7da8d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#6  0xb7da8d43 in CAppSystemGroup::Run () from bin/dedicated_i686.so
#7  0xb7d7b60f in main () from bin/dedicated_i686.so
#8  0x0804909e in main ()

Gavin

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Re: [hlcoders] Vehicles in HL2

2006-08-15 Thread John Sheu
We've got full vehicle prediction here.  It just so happens that there's no
ground to bump into in space ;-)

-John Sheu

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