Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
>Finally, I wish that Valve would roll back their changes to the SDK >tools. The latest version of the tools do not work properly. If you're >not going to fix them, then at least go back to a version that did work. >It's not nice doing unsolicited updates, installing broken code, then >just leaving it that way. Yea it'd be nice if Steam would say "Update XX? (y/n)" ... then the community could maintain a wiki or something as to which version was the stable release. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Jerky Movement when player is on moving lift/elevator.
*Crickets* -Original Message- From: Aaron Schiff [mailto:[EMAIL PROTECTED] Sent: Thursday, June 29, 2006 3:09 PM To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Jerky Movement when player is on moving lift/elevator. -- [ Picked text/plain from multipart/alternative ] Their issue didn't consist of entity movement. The issue there was about the client moving too far into geometry. This issue has to do with the server changing the environment and the server moving entities around so they don't get stuck. -- ts2do -- ___ 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
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
-- [ Picked text/plain from multipart/alternative ] Their issue didn't consist of entity movement. The issue there was about the client moving too far into geometry. This issue has to do with the server changing the environment and the server moving entities around so they don't get stuck. -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
-- [ 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 ) > > &
[hlcoders] Jerky Movement when player is on moving lift/elevator.
I've been fighting that problem for a very long time. In fact, I'm actually having to come back to it yet again. I think this issue has appeared in the forums several times before with no resolution. The jerkiness is quite real in the motion of the player. Entities placed on plats jerk severely (even worse than players do). It looks awful. I've looked at the code a number of times to get things to move smoothly with no luck. It seems that the BaseVelocity code which is supposed to help objects move on plats doesn't work very well. I'm not sure why. I'll try the smoothstairs trick to hide the problem for now, but I would rather get to the root of the problem instead of just masking it. It's interesting that the hl2mp seems to work ok. I haven't tried it myself, but it wouldn't be the first thing that works properly in hl2mp but not in the SDK. The weapon viewmodel skipping/jerkiness is another example. Incidently, it was suggested that the viewmodel problem be fixed by making the viewmodel code client-side only. I actually started to do this, but I then came to the conclusion that that solution was a major hack -- especially when essentially the same code seems to work with multiplayer version of the SDK, but not with the regular version of the SDK. I still don't know what the multiplayer version is doing differently to make the viewmodels work correctly. Finally, I wish that Valve would roll back their changes to the SDK tools. The latest version of the tools do not work properly. If you're not going to fix them, then at least go back to a version that did work. It's not nice doing unsolicited updates, installing broken code, then just leaving it that way. ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
I think the basics are there - we just don't have the exposure entity. I'm guessing that that the exposure entity uses an interface.. so unless we're real good at guessing we won't be able to do that ourselves. The bloom is just bloom, that's easy enough to do. On 6/29/06, Teddy <[EMAIL PROTECTED]> wrote: if you're talking about the hl2 mini-bloom mod (see http://forum.neotokyohq.com/viewtopic.php?t=378) well it's not selfillum textures. there's a whole lot of bloom in there. strictly speaking, it's not the HDR technologoy valve have made, with exposure and gathering on reflective surfaces, etc. we have the compiled shaders for all that, but i don't think anyones figured out how to implement it yet On 6/29/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > I think that mod just uses nice transparent selfillum textures > > -- > ts2do > -- > > ___ > 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
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
if you're talking about the hl2 mini-bloom mod (see http://forum.neotokyohq.com/viewtopic.php?t=378) well it's not selfillum textures. there's a whole lot of bloom in there. strictly speaking, it's not the HDR technologoy valve have made, with exposure and gathering on reflective surfaces, etc. we have the compiled shaders for all that, but i don't think anyones figured out how to implement it yet On 6/29/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] I think that mod just uses nice transparent selfillum textures -- ts2do -- ___ 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
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
-- [ Picked text/plain from multipart/alternative ] Actually, they were the ones who created HDR Bloom before Valve Did..so that is what they are using.. On 6/28/06, Aaron Schiff <[EMAIL PROTECTED]> wrote: > > -- > [ Picked text/plain from multipart/alternative ] > I think that mod just uses nice transparent selfillum textures > > -- > ts2do > -- > > ___ > 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
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
-- [ Picked text/plain from multipart/alternative ] I think that mod just uses nice transparent selfillum textures -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
-- [ Picked text/plain from multipart/alternative ] The NeoTokyo mod seems to have some nice HDR-like lighting. On 6/28/06, Teddy <[EMAIL PROTECTED]> wrote: > > That's not a solution, which means you're part of the problem :-P > > Come on, this codebase is only 13 months old! Sure, there's alot of > great new technologies and bug fixes we've been promised, but I like > to think of it as a challenge. Maybe we can band together and code up > our own HDR?! > > On 6/28/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Well I have a solution to these issues, Valve should release the code > > updates. > > Our rotting code becomes more unstable each engine update it seems. > > > > On 6/27/06, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote: > > > > > > Ah, my mistake. > > > > > > I see what you meant, I put in your code and it seems to solve a > majority > > > of > > > the problem. > > > > > > Though, for some reason it still 'feels' different than from HL2DM, > the > > > lift > > > in HL2DM is much smoother still. > > > > > > I have applied the fix to the Base SDK code to isolate anything we > might > > > have changed with the movement code that could be affecting it. > > > > > > The easiest way for me to describe it, within HL2DM, if you pay close > > > attention to the lift, the lift will not appear to jitter up and down. > > > > > > In the base SDK with the fix, the lift appears to jitters up and down > very > > > slightly. Are there any other optimizations/fixes that have been > applied? > > > > > > Thanks. > > > > > > - voogru. > > > > > > -Original Message- > > > From: Jay Stelly [mailto:[EMAIL PROTECTED] > > > Sent: Tuesday, June 27, 2006 10:24 PM > > > To: hlcoders@list.valvesoftware.com > > > Subject: RE: [hlcoders] Jerky Movement when player is on moving > > > lift/elevator. > > > > > > 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 > > > > // > > &
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
-- [ Picked text/plain from multipart/alternative ] Don't give them any ideas Teddy. :p On 6/28/06, Teddy <[EMAIL PROTECTED]> wrote: > > That's not a solution, which means you're part of the problem :-P > > Come on, this codebase is only 13 months old! Sure, there's alot of > great new technologies and bug fixes we've been promised, but I like > to think of it as a challenge. Maybe we can band together and code up > our own HDR?! > > On 6/28/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Well I have a solution to these issues, Valve should release the code > > updates. > > Our rotting code becomes more unstable each engine update it seems. > > > > On 6/27/06, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote: > > > > > > Ah, my mistake. > > > > > > I see what you meant, I put in your code and it seems to solve a > majority > > > of > > > the problem. > > > > > > Though, for some reason it still 'feels' different than from HL2DM, > the > > > lift > > > in HL2DM is much smoother still. > > > > > > I have applied the fix to the Base SDK code to isolate anything we > might > > > have changed with the movement code that could be affecting it. > > > > > > The easiest way for me to describe it, within HL2DM, if you pay close > > > attention to the lift, the lift will not appear to jitter up and down. > > > > > > In the base SDK with the fix, the lift appears to jitters up and down > very > > > slightly. Are there any other optimizations/fixes that have been > applied? > > > > > > Thanks. > > > > > > - voogru. > > > > > > -Original Message- > > > From: Jay Stelly [mailto:[EMAIL PROTECTED] > > > Sent: Tuesday, June 27, 2006 10:24 PM > > > To: hlcoders@list.valvesoftware.com > > > Subject: RE: [hlcoders] Jerky Movement when player is on moving > > > lift/elevator. > > > > > > 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 > > > > // > > > >
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
That's not a solution, which means you're part of the problem :-P Come on, this codebase is only 13 months old! Sure, there's alot of great new technologies and bug fixes we've been promised, but I like to think of it as a challenge. Maybe we can band together and code up our own HDR?! On 6/28/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote: -- [ Picked text/plain from multipart/alternative ] Well I have a solution to these issues, Valve should release the code updates. Our rotting code becomes more unstable each engine update it seems. On 6/27/06, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote: > > Ah, my mistake. > > I see what you meant, I put in your code and it seems to solve a majority > of > the problem. > > Though, for some reason it still 'feels' different than from HL2DM, the > lift > in HL2DM is much smoother still. > > I have applied the fix to the Base SDK code to isolate anything we might > have changed with the movement code that could be affecting it. > > The easiest way for me to describe it, within HL2DM, if you pay close > attention to the lift, the lift will not appear to jitter up and down. > > In the base SDK with the fix, the lift appears to jitters up and down very > slightly. Are there any other optimizations/fixes that have been applied? > > Thanks. > > - voogru. > > -Original Message- > From: Jay Stelly [mailto:[EMAIL PROTECTED] > Sent: Tuesday, June 27, 2006 10:24 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] Jerky Movement when player is on moving > lift/elevator. > > 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) > > { > >
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
-- [ Picked text/plain from multipart/alternative ] Well I have a solution to these issues, Valve should release the code updates. Our rotting code becomes more unstable each engine update it seems. On 6/27/06, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote: > > Ah, my mistake. > > I see what you meant, I put in your code and it seems to solve a majority > of > the problem. > > Though, for some reason it still 'feels' different than from HL2DM, the > lift > in HL2DM is much smoother still. > > I have applied the fix to the Base SDK code to isolate anything we might > have changed with the movement code that could be affecting it. > > The easiest way for me to describe it, within HL2DM, if you pay close > attention to the lift, the lift will not appear to jitter up and down. > > In the base SDK with the fix, the lift appears to jitters up and down very > slightly. Are there any other optimizations/fixes that have been applied? > > Thanks. > > - voogru. > > -Original Message- > From: Jay Stelly [mailto:[EMAIL PROTECTED] > Sent: Tuesday, June 27, 2006 10:24 PM > To: hlcoders@list.valvesoftware.com > Subject: RE: [hlcoders] Jerky Movement when player is on moving > lift/elevator. > > 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) > >
RE: [hlcoders] Jerky Movement when player is on moving lift/elevator.
Ah, my mistake. I see what you meant, I put in your code and it seems to solve a majority of the problem. Though, for some reason it still 'feels' different than from HL2DM, the lift in HL2DM is much smoother still. I have applied the fix to the Base SDK code to isolate anything we might have changed with the movement code that could be affecting it. The easiest way for me to describe it, within HL2DM, if you pay close attention to the lift, the lift will not appear to jitter up and down. In the base SDK with the fix, the lift appears to jitters up and down very slightly. Are there any other optimizations/fixes that have been applied? Thanks. - voogru. -Original Message- From: Jay Stelly [mailto:[EMAIL PROTECTED] Sent: Tuesday, June 27, 2006 10:24 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Jerky Movement when player is on moving lift/elevator. 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; > } >
Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.
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.valvesof
RE: [hlcoders] Jerky Movement when player is on moving lift/elevator.
Thank you very much Jay for the fix! I have been side steping the use of elevators in my levels, becuase of this issue Now i got a reason to compile a fresh DLL for my play mod (not nightfall). Adam --- 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; &
RE: [hlcoders] Jerky Movement when player is on moving lift/elevator.
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
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. > > > > > > > > > > > > -- > > > > > > ___
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
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
[hlcoders] Jerky Movement when player is on moving lift/elevator.
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