One way to fix stuck on object, is to cover over the
areas where it apperas with a 'player clip' brush - it
stops the hit box geting stcuk, and the phiscs sytem
is then happy.

As for the other items you litsed, I dont know where
to start looking for answers, other then loading up
the hl1 sdk, and look at gamemovemnt.cpp

Adam


--- Tim Lippert <[EMAIL PROTECTED]> wrote:

> Hello Gentlemen,
>
> I'm Tim "SoUlFaThEr" Lippert of the Kreedz Climbing
> mod. I'm glad I finally got the opportunity to find
> this secret "Guild", hehe. Theres 2 things that are
> killing my mod that I nor my coders understand and
> we need a bit of advice. Tom
>
> Background:
> Jason Houston of BG2 had begun coding for us in our
> early stages and did some movement changes. My point
> for making the mod was to reproduce, as closely as
> possible, the movement physics of CS1.6, which is
> where the concept of the kzmod had originated almost
> 4 years ago(Kreedz maps). One thing that posed a
> real problem was the stop that was enforced after
> landing from a jump. Since my mod is principally a
> jumping mod, this is very important for us to keep.
> Jason made a few new cvars for us, so we could try
> to add this stopping, but it's not the same as CS1.6
> at all, and we now think it's actually causing more
> problems then it is helping(might be using totally
> the wrong methods, thanks Garry).  We have
> kz_fricmin, kz_fricmax, and kz_frictime. With these
> 3 things, we are adding friction to the player to
> create this stop, over time, and also a release of
> this stop, over time. Neither of the variables we
> are able to perfect as it is in CS1.6, but the stop
> itself is really close.!
>   I'm SURE there is another way but we don't have
> access to CSS code of course. Speaking of CSS, it
> does have the stop we need pretty much, but does not
> have the ugly "wall bug". It is crucial for the
> success of the game, however small, that we solve
> this wall bug problem.
>
> This is the wall bug from the eyes of a non
> programmer(me):
>
> When we are standing on these small blocks attached
> to any type of walls(straight, horizontally or
> vertically slanted, displacements), and begin
> running forward with our shoulders against it, we
> get "client stuck on object xxx" until we get off of
> it, or it might even stop on its own. It makes the
> screen jitter. It happens in the air too with any
> sort of contact, but, also not all of the time. It
> happens on lan or Internet servers, but with greater
> numbers of appearances on Internet servers. In the
> end, it makes us fall, which is like a trap you hate
> to be in when you just successfully jumped 400
> times, without a mistake, on a very hard map,
> wasting 30-40 minutes, and fall because of some
> invisible hands that do not want you to jump to the
> end. Its making people leave the game and since
> release we cannot fix it!
>
> Any help would be greatly appreciated. Sorry for the
> "book" I just wrote because most of your things are
> short spoken.
>
> Thanks,
> Tim Lippert
>
>
______________________________________________________________________
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>
>
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>


--------
My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
      Developer of CST and ZHLT 3.0 http://www.zhlt.info
         Team Lead - Prime - Website TBA...

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