-- [ Picked text/plain from multipart/alternative ] 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 > _______________________________________________________________________ > Viren-Scan für Ihren PC! Jetzt für jeden. Sofort, online und kostenlos. > Gleich testen! http://www.pc-sicherheit.web.de/freescan/?mc=022222 > > > _______________________________________________ > 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 > > -- ~skidz -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

