Email [EMAIL PROTECTED] - or see if you can find his
email address @ http://hl2ctf.com he fixed the drown
sound bug, and this might be related.

Adam


--- Jeremy <[EMAIL PROTECTED]> wrote:

> --
> [ Picked text/plain from multipart/alternative ]
> Oh nice. Anyone have an idea how to fix it?
>
> On 2/9/07, [EMAIL PROTECTED]
> <[EMAIL PROTECTED]>
> wrote:
> >
> > That sound issue exists in HL2:DM with the RPG.
> Occasionally missiles
> > leave a sound spot behind for the remainder of the
> map.
> >
> > At 2007/02/08 04:30 PM, Adam \"amckern\" Mckern
> wrote:
> > >I would be hacky and add a stopsound xxx to the
> area
> > >of code that the body is removed from the world.
> > >
> > >Adan
> > >
> > >
> > >--- Jeremy <[EMAIL PROTECTED]> wrote:
> > >
> > >> --
> > >> [ Picked text/plain from multipart/alternative
> ]
> > >> We've got a couple issues that have been
> somewhat of
> > >> a pain to track down,
> > >> was hoping others could maybe help out or at
> the
> > >> least steer us in the right
> > >> direction.
> > >>
> > >> 1) Door/elevator prediction is pretty bad.
> Anyone
> > >> managed to smooth out or
> > >> fix the prediction issues in door like
> entities? For
> > >> example, when running
> > >> on a server doors seem to propagate really
> badly.
> > >> Twitching, interpolating
> > >> too far, not opening enough, etc. Apparently
> it's
> > >> even worse with a tickrate
> > >> of 100.
> > >>
> > >> 2) Leftover sounds. We have a flamethrower that
> > >> leaves flame effects on
> > >> bodies and stuff, but sometimes even after the
> body
> > >> is removed from the game
> > >> the flame sound remains where the corpse was.
> How do
> > >> you debug these sorts
> > >> of issues?
> > >>
> > >> Any help is appreciated.
> > >>
> > >> J
> > >> --
> > >>
> > >> _______________________________________________
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> view
> > >> the list archives, please visit:
> > >>
> >
>
>http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >>
> > >>
> > >
> > >
> > >--------
> > >Nigredo Studios http://www.nigredostudios.com
> > >
> > >
> > >
> >
> >
>
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--------
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