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In the end I bet you would have to create your own movement for the players.
In HL2 things are a fair amount different, a fair amount worse imo. Physics
being as they are in MP games, client and server physics not matching so
interpolation never seems to work well.

On 2/2/07, Yahn Bernier <[EMAIL PROTECTED]> wrote:
>
> Wow, I would be happy to run your code in the debugger here at Valve to
> see if we can provide any suggestions or fixes for your particular
> issue.  Just drop me an email and we can coordinate...
>
> Yahn Bernier
> Sr. Engineer
> Valve
>
> Email:  [EMAIL PROTECTED]
>
> -----Original Message-----
> From: [EMAIL PROTECTED] [mailto:
> [EMAIL PROTECTED] On Behalf Of Tim Lippert
> Sent: Friday, February 02, 2007 2:48 PM
> To: [email protected]
> Subject: [hlcoders] KZMOD and the Wall Bug, we are back, and so is it.
>
> Hello all again after a long abstinence, I'm SoUlFaThEr, from Kreedz
> Climbing/kzmod.
>
> This is now my second attempt with a new programmer to stop the wall
> bug(prediction/interpolation/speedchangeproblem).
> It's the main reason why everyone just stopped playing it, and dropped
> their servers. My programmer left out of pure frustration becasue of it and
> that broke it. Then I lost all the source files but the code, and I tossed
> in my chips for a bit.
>
> A while back (last April) I wrote that the collision boxes were the cause
> and that it solved 95% of the problem. Im not sure exactly what it was that
> ended up shooting that down, but we are, right now, back to square one, and
> starting with a fresh programmer.
>
> The Wall Bug is still not gone/solved, of course. Or is it? What I have
> heard from my present programmer so far:
>
> Client and server speeds do not match and they dont even update at the
> same rate either. The moment our speed changes from either stopped, or full
> speed, and IS a number between or over them, everything lags out(spectator
> screen, demos, and the player himself). The server loses the player's
> position for up to 200 units away during this split second and when it
> updates, snaps you back.....this is the quick glitch we see when we first
> hit the jump button(which if done right with a "prestrafe", gives you a
> little speed boost). If we are falling or changing speed in any matter
> whatsoever, spectator lags like crazy, demos lag like crazy, everything lags
> like crazy. And thats where its driving us....really crazy. It's like some
> Devil saying, "NO...you will not create a mod that people can enjoy." Anyone
> konw this Devil? Much of the time this will occur when we come into contact
> with a brush based wall.....models of any sort, uneven ground displacements
> can also cause it becasue of the angles, and definately walls that are not
> square to the grid in hammer. We also have the problem that players can
> simply walk into displacements sometimes....:( or fly into them for that
> matter from falling.
>
> I created a demo today on one of the tallest maps that source can
> handle....I used our bungee to fall to the bottom, slap the rope onto a
> ropetarget and literally Bounce....off the bungee...alll the way back
> up.....ONLY at the very bottom of the fall and at the very top of my
> arc....was the DEMO....smooth.....the rest was total jittery screen, even
> tho in game this flying bit of ours is perfectly SMOOTH. We cant even make a
> respectible promotion video for the mod without seeing this lag in the movie
> too, whetehr we are jumping, surfing, or this bungee flying action.
>
> My entire ability to allow my community to compete for Records on our maps
> is detroyed because of this bug ruining the demos as well. Not one single
> demo is without lag. Thats half the concept of the game.....to compete with
> each other for the fastest time like our CS1.6 faction does. If they cant
> have smooth demos, they wont even start making one. If they have the wall
> bug stopping them, suddenly, from reaching the top, they will never try a
> demo Record attempt again.
>
> Also on demos : Anyone know a way we can control what settings the players
> have with this demos system of HL2? We cant even see if the player is
> cheating with cvars.....all this was possible in hl and even really easy :(
>
> In many, many, (over 20 different coding spasms) attempts to match speeds
> between server/client, match anything...it does nothing but make it, usually
> 10 times worse, but never once better.
>
> Garry Newman, I hear, bless your soul, somehow solved the moving objects
> problem.....this aspect would be the greatest thing for my mod. jump mod
> with no moving objects = 20% less fun. Did he need the engine to solve this?
> This is another serious issue. I read through the hlcoders list today all
> the way back to the day i stopped checking it, and found some fixes that i
> hope will help this. Im wondering if you all really solved the plat problem
> or func_door moving objects.
>
> Fortress Forever achieved HL1 movement quite smoothly. I've had contact
> with him and hopefully sooner or later he can contact his original
> programmer who did that amazing feat. If it works with us what they
> did....oh boy spread the word right!! Everyone is actually affected by this.
>
> If anyone else is able to contribute any new (After summer of 2006) SOLID
> information on how to solve this prediction code interpolation
> problem...server client speed mismatching wall grabbing mess please speak
> up!!!....my hair might fall out less as fast as it did last year over this
> :) hehe I'm sure some of you know how I feel.
>
> My community and myself owe you our lives if you can help us move forward
> to smooth movement with our presently smooth speed increases and decreases
> like CS1.6 has.
>
> Thanks in advanced and im sorry for this long winded opening. Im getting
> this desperate feeling. I know this game is good stuff and the direction I'm
> going is really making it more and more unique. It will be extremely sad if
> we can't find a solution on this hated BUG. Valves divine intervention on
> the engine code telling it to understand speed changes would be a nice
> future update and would make all these hundreds of HL2 mods smoother. Almost
> all of them have this bug including CSS. It just doesnt matter much because
> you mostly shoot.....we spend 90% of our time next to walls and colliding
> with things.....its death to the entire concept.
>
> Help!! hehe and thanks in advanced for reading all this if you did. It's
> the entire issue. in one spot.
>
> SF
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--
~skidz
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