That only masks the problem apparently. In hl2dm, it's smooth regardless of
the "smoothstairs" setting.

-----Original Message-----
From: Jay Stelly [mailto:[EMAIL PROTECTED]
Sent: Tuesday, June 27, 2006 9:30 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Jerky Movement when player is on moving
lift/elevator.

I'm not sure if it's the issue or not, but I remember a bug like this in
episode 1.  If it's the same issue, then setting smoothstairs to zero
will fix it (but cause other problems).  If that's the case then you
need to add some logic to disable stair smoothing when the player is on
an elevator.

Here's the code from ep1
baseplayer_shared.cpp:

static ConVar smoothstairs( "smoothstairs", "1", FCVAR_REPLICATED,
"Smooth player eye z coordinate when traversing stairs." );

//----------------------------------------------------------------------
-------
// Handle view smoothing when going up or down stairs
//----------------------------------------------------------------------
-------
void CBasePlayer::SmoothViewOnStairs( Vector& eyeOrigin )
{
        CBaseEntity *pGroundEntity = GetGroundEntity();
        float flCurrentPlayerZ = GetLocalOrigin().z;
        float flCurrentPlayerViewOffsetZ = GetViewOffset().z;

        // Smooth out stair step ups
        // NOTE: Don't want to do this when the ground entity is moving
the player
        if ( ( pGroundEntity != NULL && pGroundEntity->GetMoveType() ==
MOVETYPE_NONE ) && ( flCurrentPlayerZ != m_flOldPlayerZ ) &&
smoothstairs.GetBool() &&
                 m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ
)
        {
                int dir = ( flCurrentPlayerZ > m_flOldPlayerZ ) ? 1 :
-1;

                float steptime = gpGlobals->frametime;
                if (steptime < 0)
                {
                        steptime = 0;
                }

                m_flOldPlayerZ += steptime * 150 * dir;

                const float stepSize = 18.0f;

                if ( dir > 0 )
                {
                        if (m_flOldPlayerZ > flCurrentPlayerZ)
                        {
                                m_flOldPlayerZ = flCurrentPlayerZ;
                        }
                        if (flCurrentPlayerZ - m_flOldPlayerZ >
stepSize)
                        {
                                m_flOldPlayerZ = flCurrentPlayerZ -
stepSize;
                        }
                }
                else
                {
                        if (m_flOldPlayerZ < flCurrentPlayerZ)
                        {
                                m_flOldPlayerZ = flCurrentPlayerZ;
                        }
                        if (flCurrentPlayerZ - m_flOldPlayerZ <
-stepSize)
                        {
                                m_flOldPlayerZ = flCurrentPlayerZ +
stepSize;
                        }
                }

                eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
        }
        else
        {
                m_flOldPlayerZ = flCurrentPlayerZ;
                m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ;
        }

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
> Sent: Tuesday, June 27, 2006 6:11 PM
> To: hlcoders@list.valvesoftware.com
> Subject: Re: [hlcoders] Jerky Movement when player is on
> moving lift/elevator.
>
> No, but i would give up my first born for it.
>
> Seriously, i've been trying to fix this for a while now, very
> frustrating
>
> On 6/28/06, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote:
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ] Hello,
> >
> >
> >
> > There is apparently a bug with the SDK, that when you are
> on say, a lift or
> > an elevator, your movement becomes jerky when the lift is in motion.
> > At first I thought it was a problem with some custom
> movement code, so I got
> > the base SDK and tried the same map with a lift.
> >
> >
> >
> > But no dice, same weird jerky movement issue.
> >
> >
> >
> > So, I fired up HL2DM, same map with a lift, smooth as a
> babies bottom, I
> > then got the base HL2DM code, tried it, same jerky movement,
> >
> > and then CS:S, same jerky movement.
> >
> >
> >
> > So it appears that valve has applied some fixes to the
> HL2DM code, which I
> > have missed out on. Does anyone know how to fix this jerky movement?
> >
> >
> >
> > Thanks.
> >
> >
> >
> > - voogru.
> >
> >
> >
> >
> >
> > --
> >
> >
> > _______________________________________________
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> list archives, please visit:
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> >
> >
>
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