Exactly. phys_timescale 0 doesnt affect anything. and cl_predict 0 was attempted a long time ago and it sinks the player into the ground halfway and has movement as if you are waist high in thick oil.
we can also rule out that it has something to do with certain shaders on textures because in most of the spots where i get it in our mod, the textures are normal. And Jay its an issue with absolutley normal world geometery. i dont have a problem with physics objects other than if i leave them as motion enabled, players get teleported through the maps. might even be a good idea for you to download the mod and run around any of the maps and see how BAD this bug really is..... in my mail i spoke of 3 things....2 are not being spoken of atm......a server change crash(crash to desktop when you try to change servers) and players are walking through displacements(nothing to do with physics...th4ay literaly walk through them in certain RANDOM places) Thanks for the replies, im dying for a solution for this....im getting about 20 mails a week with people asking if we are getting anywhere with the wall bug.....the majority wont even play it until that gets fixed. Message: 4 Date: Wed, 12 Apr 2006 23:01:07 -0500 To: hlcoders@list.valvesoftware.com From: Physical Mayhem Bug <[EMAIL PROTECTED]> Subject: RE: [hlcoders] The Wall Bug of KZMOD Reply-To: hlcoders@list.valvesoftware.com Ok well go to this spot on dm_runoff and it repros with pure world geometry= . Note the 'client stuck' upper-right hand message. http://aoa.gamemod.net/img.html?dm_runoff0003-client-stuck.jpg Setting 'phys_timescale 0' on the server has seemingly no effect on player = movement. Setting 'cl_predict 0' on the client makes it really difficult to move arou= nd - reminds me of Doom 1 over a modem... and the 'client stuck' message do= es go away, but the stuckiness does not go away. Ie you still take about 5= seconds to wiggle free of that spot, but no message appears. There are also some spots on dm_overwatch with this bug I believe. At 2006/04/12 08:12 PM, Jay Stelly wrote: >As I read the message below, Tim is saying that he gets stuck messages >when the player is colliding only with some static geometry (walls) and >that he was unable to reproduce the bug in any Valve games. Is the >wall a prop_physics or something? I just assumed that the wall was >brush geometry or prop_static. I don't think you guys are talking about >the same problem. > > >> -----Original Message----- >> From: [EMAIL PROTECTED] >> [mailto:[EMAIL PROTECTED] On Behalf Of >> [EMAIL PROTECTED] >> Sent: Wednesday, April 12, 2006 5:46 PM >> To: hlcoders@list.valvesoftware.com >> Subject: RE: [hlcoders] The Wall Bug of KZMOD >> >> Jay I'm confused because your response acts like "client >> stuck on object" is hard to reproduce. If I flip a table >> upside-down and walk across it that always causes the error >> message for me. Is it not supposed to do that? Or maybe you >> were talking about something else - there were 3 issues in >> the original email. >> >> At 2006/04/12 03:02 PM, Jay Stelly wrote: >> >If you turn off server-side physics (phys_timescale 0), does >> the issue >> >still happen? >> > >> >Also, if you turn off prediction (cl_predict 0) does the issue still >> >happen? >> > >> >The answers to these questions would help narrow down the possible >> >causes of the problem you're having. _______________________________________________________________ SMS schreiben mit WEB.DE FreeMail - einfach, schnell und kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders