I just did a test on an elevator in Dystopia using smoothstairs 0, unfortunately the problem still persists.
I noticed when this jerking is taking place there's prediction errors, further investigation shows it's getting a pred error in C_BaseEntity::m_vecNetworkOrigin, so I've been looking through the movement code for answers, to no avail. On 6/28/06, Jay Stelly <[EMAIL PROTECTED]> wrote:
When you say, "In hl2dm, it's smooth regardless of the "smoothstairs" setting." It sounds like you misunderstand what I'm trying to say. HL2DM is running the code from episode 1 that I pasted below. smoothstairs is already disabled when you're on an elevator in HL2DM - so testing HL2DM isn't going to prove whether this change is the fix or not - you have to test a mod based on the current SDK code release. > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of > Spencer 'voogru' MacDonald > Sent: Tuesday, June 27, 2006 7:07 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] Jerky Movement when player is on > moving lift/elevator. > > 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. > > > > > > > > > > > > > > > > > > -- > > > > > > > > > _______________________________________________ > > > 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 > > > > > > _______________________________________________ > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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