Reading this thread struck me - Sort of a deja vu thing. We've been having this same errant behavior in Digital Paintball. Several spawn points that appear as valid in VHE appear to the engine to be partially underground. This caused some issues when spawning, as VPhysicsShadowUpdate barfed at the invalid spawns and the player ended up respawning where they had 'died'.
Our current solution (more of a hack) is to move the player up a set number of units and casting a traceline down to figure out where to really spawn. Is this a coincidence or is something funky up with source? -Kuja mailto:[EMAIL PROTECTED] Thursday, March 9, 2006, 11:52:37 PM, you wrote: > if this is a problem from player spawning couldn't you just check to make > sure that the player ent can fit and if not try to move the player up a bit > or chose a different spawn location. Doing it this way you wouldn't have to > hex edit the map just a few lines of code when selecting the spawn point. >>From: "Aaron Schiff" <[EMAIL PROTECTED]> >>Reply-To: [email protected] >>To: [email protected] >>Subject: Re: [hlcoders] players falling out of DM maps >>Date: Thu, 9 Mar 2006 22:16:57 -0600 >> >>-- >>[ Picked text/plain from multipart/alternative ] >>it is possible to change entity origins without modifying their versions or >>anything...just be sure to open it in a hex editor or something that can >>save the rest exactly how it was >> >>On 3/9/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> >>wrote: >> > >> > Well on dm_powerhouse for instance, do you know of any particular spawn >> > point that's broken? They're all official Valve maps so I couldn't >>modify >> > them, but maybe could hack in a code workaround to not use the broken >>spawn >> > points if that's the issue. >> > >> > At 2006/03/09 08:30 PM, you wrote: >> > >-- >> > >[ Picked text/plain from multipart/alternative ] >> > >BG2 used to crash when there was too many telefrags at once. "Falling >>out >> > of >> > >maps" is a issue with badly placed spawn points(usually the bottom of >>the >> > >player sticks through the displacement and falls through). Also, HL2DM >> > >doesn't have lots of players spawning at once, as they die at least a >>few >> > >seconds apart and have to trigger their own spawn, so I doubt you'd >>have >> > >that many telefrags. >> > > >> > > >> > >-- >> > >Draco >> > >-- >> > > >> > >_______________________________________________ >> > >To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > >http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > _______________________________________________ >> > To unsubscribe, edit your list preferences, or view the list archives, >> > please visit: >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > >> > >> >> >>-- >>ts2do >>-- >> >>_______________________________________________ >>To unsubscribe, edit your list preferences, or view the list archives, >>please visit: >>http://list.valvesoftware.com/mailman/listinfo/hlcoders >> > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please > visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > __________ NOD32 1.1436 (20060309) Information __________ > This message was checked by NOD32 antivirus system. > http://www.eset.com _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

