Jason, >From what I recall with HL1, the addition from strafing into a wall was not clamped. I would have imagined that this would not be the case with hl2...
Why not output what the client things the server speed is and what the server thinks the server speed is? That'd at least confirm your suspicion. FWIW, this code used to live in pm_shared. It may be in physics_main_shared.cpp now. -Kuja mailto:[EMAIL PROTECTED] Sunday, March 19, 2006, 7:19:14 AM, you wrote: > -- > [ Picked text/plain from multipart/alternative ] > Hi, everyone would of no doubt noticed that running against a wall(strafing > and moving forward works best) makes you run really fast. If anyone has > played kreedz climbing yet(I used to code for it) you might of noticed > moving against walls is jerky. I think when I was adding some things to the > movement I made the server and client disagree on what speed the player is > moving at. Has anyone sound why players in source do this? where the boost > might be clamped to normal levels? If so I'd love to know, and it would be > good to know for bg2 as well, people who play it complain alot of it as > well(just the boost, not client prediction jerks). > -- > 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

