-- [ Picked text/plain from multipart/alternative ] Could this be related to that old prediction error bug while moving along walls that the KZMod guy kept bringing up?
NetworkOrigin jerks are exactly what happen there (looking at cl_pdump) and that's another issue which dosen't happen in HL2DM but does in the SDK. Couple of descriptions: http://list.valvesoftware.com/mailman/private/hlcoders/2006-March/016988.html http://list.valvesoftware.com/mailman/private/hlcoders/2006-April/017158.html On 6/27/06, Teddy <[EMAIL PROTECTED]> wrote: > > 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 > > > > > > _______________________________________________ > 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