Re: [hlcoders] The Wall Bug of KZMOD

2006-04-17 Thread bloodykenny
Did you confirm the broken spot in dm_runoff that I posted the link to earlier?

At 2006/04/14 08:42 PM, Skillet wrote:
--
[ Picked text/plain from multipart/alternative ]
The same issue happens in my mod (using HL2DM SDK base), so I would assume
it is a problem of the SDK and none of the aforementioned movement changes.
Curiously, it seems, for me, to be just as likely to occur while moving
along perfectly straight walls as diagonals and other oddly shaped geometry.

On 4/13/06, Jason Houston [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 They released a BETA, calm down ;)


 --
 Draco
 --

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Re: [hlcoders] The Wall Bug of KZMOD

2006-04-15 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
psst dont release a really bugged beta to the public
then u fix it and no one cares anymore


On 4/14/06, Skillet [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 The same issue happens in my mod (using HL2DM SDK base), so I would assume
 it is a problem of the SDK and none of the aforementioned movement
 changes.
 Curiously, it seems, for me, to be just as likely to occur while moving
 along perfectly straight walls as diagonals and other oddly shaped
 geometry.

 On 4/13/06, Jason Houston [EMAIL PROTECTED] wrote:
 
  --
  [ Picked text/plain from multipart/alternative ]
  They released a BETA, calm down ;)
 
 
  --
  Draco
  --
 
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Re: [hlcoders] The Wall Bug of KZMOD

2006-04-14 Thread Skillet
--
[ Picked text/plain from multipart/alternative ]
The same issue happens in my mod (using HL2DM SDK base), so I would assume
it is a problem of the SDK and none of the aforementioned movement changes.
Curiously, it seems, for me, to be just as likely to occur while moving
along perfectly straight walls as diagonals and other oddly shaped geometry.

On 4/13/06, Jason Houston [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 They released a BETA, calm down ;)


 --
 Draco
 --

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Re: [hlcoders] The Wall Bug of KZMOD

2006-04-13 Thread Brandon
--
[ Picked text/plain from multipart/alternative ]
If its killing your mod and you obviously tested it before it came out for
the love of god why would you release it!

On 4/13/06, Jason Houston [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]
 reminds me of Doom 1 over a modem That's because they only added client
 predicted movement to their games when they made Quake :)

 --
 Draco
 --

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Re: [hlcoders] The Wall Bug of KZMOD

2006-04-13 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
They released a BETA, calm down ;)


--
Draco
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re:[hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread Tim Lippert
3 things today Gentlemen.

1. This wall bug (client stuck on object xxx) is killing me guys, killing my 
mod. Everything(1 thing) you have suggested so far has brought no results. We 
cannot fix the wall bug. Short reminderas we walk along a wall its making a 
laggy stickiness and causes you to fall or not run correctly. It is vital to 
the mod to stop this. People are leaving it everyday because of this ONE damn 
bug :( It would be like if you could only sometimes shoot bullets, if this 
were a shooting game. Guess what that would do to your croud.

I've even run through the entire databank in a 4 day sweat to see if anything 
having to do with this matter might have appeared in the list backlog.we 
tried some things i took out of there too and no.

We checked on the physics shadow as mentioned by John Sheu.no go at that 
station too. Please, someone at Valve help us out on thisthis problem 
doesnt exist in your games the way it does in this modwe basicly changed 
nothing in the player movement to affect something like this, all angles have 
been checked. We added a friction to the player to make him stop after he lands 
from a jump...but that has noting to do with this wall hugging bug while 
running. happens on straight and slanted walls and even on displacements.

2. Also, speaking of displacements, someone had mentioned about falling through 
displacements while SPAWNING, or while standing on a physics object. We fall 
through displacements while PLAYING the game...and also physics objects are 
teleporting people all over the map. Mostly we get teleported straight down, 
but not always.the teleporting is always to the same spot though. This is 
another thing that stops me from adding physics objects in the maps. I just 
made them all motionj disabled. It's providing an ugly way to cheat in some of 
our maps :( This is getting depressing. How about some more unsolved mysteries:

3. Why is every person who plays the game on a server getting a CTD when they 
try to change to another server whether they disconnect first or not? Heres yet 
another bug making the life of Kreedz Climbing really damn hard. Strangely, 
this did not happen during my live TV interview with the Giga Games show in 
Germany about the mod when the Moderator switched servers while asking me 
questions.  This had me sweating like crazy when he said he was going to change 
servers. It just didnt happen to him.

Thanks for listening but even more thanks for a reply from Valve on the wall 
bug thing. There must be someone who knows why this happens.

Tim Lippert



My first guess would be that it has something to do with the physics
shadow being used for the player.  You've looked at the GameMovement
class evidently; I'd also advise you to take a look at VPhysicsUpdate()
in BasePlayer.  That is where the physics model and the player positions
get reconciled.

John Sheu


Hello Gentlemen,

I'm Tim SoUlFaThEr Lippert of the Kreedz Climbing mod. I'm glad I finally=
 got the opportunity to find this secret Guild, hehe. Theres 2 things tha=
t are killing my mod that I nor my coders understand and we need a bit of a=
dvice. Tom

Background:
Jason Houston of BG2 had begun coding for us in our early stages and did so=
me movement changes. My point for making the mod was to reproduce, as close=
ly as possible, the movement physics of CS1.6, which is where the concept o=
f the kzmod had originated almost 4 years ago(Kreedz maps). One thing that =
posed a real problem was the stop that was enforced after landing from a ju=
mp. Since my mod is principally a jumping mod, this is very important for u=
s to keep. Jason made a few new cvars for us, so we could try to add this s=
topping, but it's not the same as CS1.6 at all, and we now think it's actua=
lly causing more problems then it is helping(might be using totally the wro=
ng methods, thanks Garry).  We have kz_fricmin, kz_fricmax, and kz_frictime=
. With these 3 things, we are adding friction to the player to create this =
stop, over time, and also a release of this stop, over time. Neither of the=
 variables we are able to perfect as it is in CS1.6, but the stop itself is=
 really close.!
  I'm SURE there is another way but we don't have access to CSS code of cou=
rse. Speaking of CSS, it does have the stop we need pretty much, but does n=
ot have the ugly wall bug. It is crucial for the success of the game, how=
ever small, that we solve this wall bug problem.

This is the wall bug from the eyes of a non programmer(me):

When we are standing on these small blocks attached to any type of walls(st=
raight, horizontally or vertically slanted, displacements), and begin runni=
ng forward with our shoulders against it, we get client stuck on object xx=
x until we get off of it, or it might even stop on its own. It makes the s=
creen jitter. It happens in the air too with any sort of contact, but, also=
 not all of the time. It happens on lan or Internet servers, but 

RE: [hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread Jay Stelly
If you turn off server-side physics (phys_timescale 0), does the issue
still happen?

Also, if you turn off prediction (cl_predict 0) does the issue still
happen?

The answers to these questions would help narrow down the possible
causes of the problem you're having.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Tim Lippert
 Sent: Wednesday, April 12, 2006 12:53 PM
 To: hlcoders@list.valvesoftware.com
 Subject: re:[hlcoders] The Wall Bug of KZMOD

 3 things today Gentlemen.

 1. This wall bug (client stuck on object xxx) is killing me
 guys, killing my mod. Everything(1 thing) you have suggested
 so far has brought no results. We cannot fix the wall bug.
 Short reminderas we walk along a wall its making a laggy
 stickiness and causes you to fall or not run correctly. It is
 vital to the mod to stop this. People are leaving it everyday
 because of this ONE damn bug :( It would be like if you could
 only sometimes shoot bullets, if this were a shooting game.
 Guess what that would do to your croud.

 I've even run through the entire databank in a 4 day sweat to
 see if anything having to do with this matter might have
 appeared in the list backlog.we tried some things i took
 out of there too and no.

 We checked on the physics shadow as mentioned by John
 Sheu.no go at that station too. Please, someone at Valve
 help us out on thisthis problem doesnt exist in your
 games the way it does in this modwe basicly changed
 nothing in the player movement to affect something like this,
 all angles have been checked. We added a friction to the
 player to make him stop after he lands from a jump...but
 that has noting to do with this wall hugging bug while
 running. happens on straight and slanted walls and even on
 displacements.

 2. Also, speaking of displacements, someone had mentioned
 about falling through displacements while SPAWNING, or while
 standing on a physics object. We fall through displacements
 while PLAYING the game...and also physics objects are
 teleporting people all over the map. Mostly we get teleported
 straight down, but not always.the teleporting is always
 to the same spot though. This is another thing that stops me
 from adding physics objects in the maps. I just made them all
 motionj disabled. It's providing an ugly way to cheat in some
 of our maps :( This is getting depressing. How about some
 more unsolved mysteries:

 3. Why is every person who plays the game on a server getting
 a CTD when they try to change to another server whether they
 disconnect first or not? Heres yet another bug making the
 life of Kreedz Climbing really damn hard. Strangely, this did
 not happen during my live TV interview with the Giga Games
 show in Germany about the mod when the Moderator switched
 servers while asking me questions.  This had me sweating like
 crazy when he said he was going to change servers. It just
 didnt happen to him.

 Thanks for listening but even more thanks for a reply from
 Valve on the wall bug thing. There must be someone who knows
 why this happens.

 Tim Lippert



 My first guess would be that it has something to do with the physics
 shadow being used for the player.  You've looked at the
 GameMovement class evidently; I'd also advise you to take a
 look at VPhysicsUpdate() in BasePlayer.  That is where the
 physics model and the player positions get reconciled.

 John Sheu


 Hello Gentlemen,

 I'm Tim SoUlFaThEr Lippert of the Kreedz Climbing mod. I'm
 glad I finally=  got the opportunity to find this secret
 Guild, hehe. Theres 2 things tha= t are killing my mod that
 I nor my coders understand and we need a bit of a= dvice. Tom

 Background:
 Jason Houston of BG2 had begun coding for us in our early
 stages and did so= me movement changes. My point for making
 the mod was to reproduce, as close= ly as possible, the
 movement physics of CS1.6, which is where the concept o= f
 the kzmod had originated almost 4 years ago(Kreedz maps). One
 thing that = posed a real problem was the stop that was
 enforced after landing from a ju= mp. Since my mod is
 principally a jumping mod, this is very important for u= s to
 keep. Jason made a few new cvars for us, so we could try to
 add this s= topping, but it's not the same as CS1.6 at all,
 and we now think it's actua= lly causing more problems then
 it is helping(might be using totally the wro= ng methods,
 thanks Garry).  We have kz_fricmin, kz_fricmax, and
 kz_frictime= . With these 3 things, we are adding friction to
 the player to create this = stop, over time, and also a
 release of this stop, over time. Neither of the=  variables
 we are able to perfect as it is in CS1.6, but the stop itself
 is=  really close.!
   I'm SURE there is another way but we don't have access to
 CSS code of cou= rse. Speaking of CSS, it does have the stop
 we need pretty much, but does n= ot have the ugly wall bug.
 It is crucial for the success of the game, how= ever

RE: [hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread bloodykenny
Jay I'm confused because your response acts like client stuck on object is 
hard to reproduce.  If I flip a table upside-down and walk across it that 
always causes the error message for me.  Is it not supposed to do that?  Or 
maybe you were talking about something else - there were 3 issues in the 
original email.

At 2006/04/12 03:02 PM, Jay Stelly wrote:
If you turn off server-side physics (phys_timescale 0), does the issue
still happen?

Also, if you turn off prediction (cl_predict 0) does the issue still
happen?

The answers to these questions would help narrow down the possible
causes of the problem you're having.

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Tim Lippert
 Sent: Wednesday, April 12, 2006 12:53 PM
 To: hlcoders@list.valvesoftware.com
 Subject: re:[hlcoders] The Wall Bug of KZMOD

 3 things today Gentlemen.

 1. This wall bug (client stuck on object xxx) is killing me
 guys, killing my mod. Everything(1 thing) you have suggested
 so far has brought no results. We cannot fix the wall bug.
 Short reminderas we walk along a wall its making a laggy
 stickiness and causes you to fall or not run correctly. It is
 vital to the mod to stop this. People are leaving it everyday
 because of this ONE damn bug :( It would be like if you could
 only sometimes shoot bullets, if this were a shooting game.
 Guess what that would do to your croud.

 I've even run through the entire databank in a 4 day sweat to
 see if anything having to do with this matter might have
 appeared in the list backlog.we tried some things i took
 out of there too and no.

 We checked on the physics shadow as mentioned by John
 Sheu.no go at that station too. Please, someone at Valve
 help us out on thisthis problem doesnt exist in your
 games the way it does in this modwe basicly changed
 nothing in the player movement to affect something like this,
 all angles have been checked. We added a friction to the
 player to make him stop after he lands from a jump...but
 that has noting to do with this wall hugging bug while
 running. happens on straight and slanted walls and even on
 displacements.

 2. Also, speaking of displacements, someone had mentioned
 about falling through displacements while SPAWNING, or while
 standing on a physics object. We fall through displacements
 while PLAYING the game...and also physics objects are
 teleporting people all over the map. Mostly we get teleported
 straight down, but not always.the teleporting is always
 to the same spot though. This is another thing that stops me
 from adding physics objects in the maps. I just made them all
 motionj disabled. It's providing an ugly way to cheat in some
 of our maps :( This is getting depressing. How about some
 more unsolved mysteries:

 3. Why is every person who plays the game on a server getting
 a CTD when they try to change to another server whether they
 disconnect first or not? Heres yet another bug making the
 life of Kreedz Climbing really damn hard. Strangely, this did
 not happen during my live TV interview with the Giga Games
 show in Germany about the mod when the Moderator switched
 servers while asking me questions.  This had me sweating like
 crazy when he said he was going to change servers. It just
 didnt happen to him.

 Thanks for listening but even more thanks for a reply from
 Valve on the wall bug thing. There must be someone who knows
 why this happens.

 Tim Lippert



 My first guess would be that it has something to do with the physics
 shadow being used for the player.  You've looked at the
 GameMovement class evidently; I'd also advise you to take a
 look at VPhysicsUpdate() in BasePlayer.  That is where the
 physics model and the player positions get reconciled.

 John Sheu


 Hello Gentlemen,

 I'm Tim SoUlFaThEr Lippert of the Kreedz Climbing mod. I'm
 glad I finally=  got the opportunity to find this secret
 Guild, hehe. Theres 2 things tha= t are killing my mod that
 I nor my coders understand and we need a bit of a= dvice. Tom

 Background:
 Jason Houston of BG2 had begun coding for us in our early
 stages and did so= me movement changes. My point for making
 the mod was to reproduce, as close= ly as possible, the
 movement physics of CS1.6, which is where the concept o= f
 the kzmod had originated almost 4 years ago(Kreedz maps). One
 thing that = posed a real problem was the stop that was
 enforced after landing from a ju= mp. Since my mod is
 principally a jumping mod, this is very important for u= s to
 keep. Jason made a few new cvars for us, so we could try to
 add this s= topping, but it's not the same as CS1.6 at all,
 and we now think it's actua= lly causing more problems then
 it is helping(might be using totally the wro= ng methods,
 thanks Garry).  We have kz_fricmin, kz_fricmax, and
 kz_frictime= . With these 3 things, we are adding friction to
 the player to create this = stop, over time, and also a
 release of this stop

RE: [hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread Jay Stelly
As I read the message below, Tim is saying that he gets stuck messages
when the player is colliding only with some static geometry (walls) and
that he was unable to reproduce the bug in any Valve games.   Is the
wall a prop_physics or something?  I just assumed that the wall was
brush geometry or prop_static.  I don't think you guys are talking about
the same problem.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Wednesday, April 12, 2006 5:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] The Wall Bug of KZMOD

 Jay I'm confused because your response acts like client
 stuck on object is hard to reproduce.  If I flip a table
 upside-down and walk across it that always causes the error
 message for me.  Is it not supposed to do that?  Or maybe you
 were talking about something else - there were 3 issues in
 the original email.

 At 2006/04/12 03:02 PM, Jay Stelly wrote:
 If you turn off server-side physics (phys_timescale 0), does
 the issue
 still happen?
 
 Also, if you turn off prediction (cl_predict 0) does the issue still
 happen?
 
 The answers to these questions would help narrow down the possible
 causes of the problem you're having.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tim
  Lippert
  Sent: Wednesday, April 12, 2006 12:53 PM
  To: hlcoders@list.valvesoftware.com
  Subject: re:[hlcoders] The Wall Bug of KZMOD
 
  3 things today Gentlemen.
 
  1. This wall bug (client stuck on object xxx) is killing me guys,
  killing my mod. Everything(1 thing) you have suggested so far has
  brought no results. We cannot fix the wall bug.
  Short reminderas we walk along a wall its making a laggy
  stickiness and causes you to fall or not run correctly. It
 is vital
  to the mod to stop this. People are leaving it everyday because of
  this ONE damn bug :( It would be like if you could only
 sometimes
  shoot bullets, if this were a shooting game.
  Guess what that would do to your croud.
 
  I've even run through the entire databank in a 4 day sweat
 to see if
  anything having to do with this matter might have appeared in the
  list backlog.we tried some things i took out of there
 too and no.
 
  We checked on the physics shadow as mentioned by John
 Sheu.no go
  at that station too. Please, someone at Valve help us out on
  thisthis problem doesnt exist in your games the way it does in
  this modwe basicly changed nothing in the player movement to
  affect something like this, all angles have been checked.
 We added a
  friction to the player to make him stop after he lands from a
  jump...but that has noting to do with this wall
 hugging bug while
  running. happens on straight and slanted walls and even on
  displacements.
 
  2. Also, speaking of displacements, someone had mentioned about
  falling through displacements while SPAWNING, or while
 standing on a
  physics object. We fall through displacements while PLAYING the
  game...and also physics objects are teleporting people
 all over
  the map. Mostly we get teleported straight down, but not
  always.the teleporting is always to the same spot
 though. This is
  another thing that stops me from adding physics objects in
 the maps.
  I just made them all motionj disabled. It's providing an
 ugly way to
  cheat in some of our maps :( This is getting depressing. How about
  some more unsolved mysteries:
 
  3. Why is every person who plays the game on a server
 getting a CTD
  when they try to change to another server whether they disconnect
  first or not? Heres yet another bug making the life of Kreedz
  Climbing really damn hard. Strangely, this did not happen
 during my
  live TV interview with the Giga Games show in Germany
 about the mod
  when the Moderator switched servers while asking me
 questions.  This
  had me sweating like crazy when he said he was going to change
  servers. It just didnt happen to him.
 
  Thanks for listening but even more thanks for a reply from
 Valve on
  the wall bug thing. There must be someone who knows why
 this happens.
 
  Tim Lippert
 
 
 
  My first guess would be that it has something to do with the
  physics
  shadow being used for the player.  You've looked at the
 GameMovement
  class evidently; I'd also advise you to take a look at
  VPhysicsUpdate() in BasePlayer.  That is where the physics
 model and
  the player positions get reconciled.
 
  John Sheu
 
 
  Hello Gentlemen,
 
  I'm Tim SoUlFaThEr Lippert of the Kreedz Climbing mod.
 I'm glad I
  finally=  got the opportunity to find this secret Guild, hehe.
  Theres 2 things tha= t are killing my mod that I nor my coders
  understand and we need a bit of a= dvice. Tom
 
  Background:
  Jason Houston of BG2 had begun coding for us in our early
 stages and
  did so= me movement changes. My point for making the mod was to
  reproduce, as close= ly as possible, the movement

Re: [hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
It's just geometry. Ever since I worked on it(I did a slowdown when you
land, kinda like CS, but I added friction to do it, so players don't slide
when they land(big problem on their really difficult jumping puzzles)) there
has been some friction on the walls too :/


--
Draco
--

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To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
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RE: [hlcoders] The Wall Bug of KZMOD

2006-04-12 Thread Physical Mayhem Bug
Ok well go to this spot on dm_runoff and it repros with pure world geometry. 
Note the 'client stuck' upper-right hand message.

http://aoa.gamemod.net/img.html?dm_runoff0003-client-stuck.jpg

Setting 'phys_timescale 0' on the server has seemingly no effect on player 
movement.

Setting 'cl_predict 0' on the client makes it really difficult to move around - 
reminds me of Doom 1 over a modem... and the 'client stuck' message does go 
away, but the stuckiness does not go away.  Ie you still take about 5 seconds 
to wiggle free of that spot, but no message appears.

There are also some spots on dm_overwatch with this bug I believe.

At 2006/04/12 08:12 PM, Jay Stelly wrote:
As I read the message below, Tim is saying that he gets stuck messages
when the player is colliding only with some static geometry (walls) and
that he was unable to reproduce the bug in any Valve games.   Is the
wall a prop_physics or something?  I just assumed that the wall was
brush geometry or prop_static.  I don't think you guys are talking about
the same problem.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 [EMAIL PROTECTED]
 Sent: Wednesday, April 12, 2006 5:46 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] The Wall Bug of KZMOD

 Jay I'm confused because your response acts like client
 stuck on object is hard to reproduce.  If I flip a table
 upside-down and walk across it that always causes the error
 message for me.  Is it not supposed to do that?  Or maybe you
 were talking about something else - there were 3 issues in
 the original email.

 At 2006/04/12 03:02 PM, Jay Stelly wrote:
 If you turn off server-side physics (phys_timescale 0), does
 the issue
 still happen?
 
 Also, if you turn off prediction (cl_predict 0) does the issue still
 happen?
 
 The answers to these questions would help narrow down the possible
 causes of the problem you're having.
 
  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Tim
  Lippert
  Sent: Wednesday, April 12, 2006 12:53 PM
  To: hlcoders@list.valvesoftware.com
  Subject: re:[hlcoders] The Wall Bug of KZMOD
 
  3 things today Gentlemen.
 
  1. This wall bug (client stuck on object xxx) is killing me guys,
  killing my mod. Everything(1 thing) you have suggested so far has
  brought no results. We cannot fix the wall bug.
  Short reminderas we walk along a wall its making a laggy
  stickiness and causes you to fall or not run correctly. It
 is vital
  to the mod to stop this. People are leaving it everyday because of
  this ONE damn bug :( It would be like if you could only
 sometimes
  shoot bullets, if this were a shooting game.
  Guess what that would do to your croud.
 
  I've even run through the entire databank in a 4 day sweat
 to see if
  anything having to do with this matter might have appeared in the
  list backlog.we tried some things i took out of there
 too and no.
 
  We checked on the physics shadow as mentioned by John
 Sheu.no go
  at that station too. Please, someone at Valve help us out on
  thisthis problem doesnt exist in your games the way it does in
  this modwe basicly changed nothing in the player movement to
  affect something like this, all angles have been checked.
 We added a
  friction to the player to make him stop after he lands from a
  jump...but that has noting to do with this wall
 hugging bug while
  running. happens on straight and slanted walls and even on
  displacements.
 
  2. Also, speaking of displacements, someone had mentioned about
  falling through displacements while SPAWNING, or while
 standing on a
  physics object. We fall through displacements while PLAYING the
  game...and also physics objects are teleporting people
 all over
  the map. Mostly we get teleported straight down, but not
  always.the teleporting is always to the same spot
 though. This is
  another thing that stops me from adding physics objects in
 the maps.
  I just made them all motionj disabled. It's providing an
 ugly way to
  cheat in some of our maps :( This is getting depressing. How about
  some more unsolved mysteries:
 
  3. Why is every person who plays the game on a server
 getting a CTD
  when they try to change to another server whether they disconnect
  first or not? Heres yet another bug making the life of Kreedz
  Climbing really damn hard. Strangely, this did not happen
 during my
  live TV interview with the Giga Games show in Germany
 about the mod
  when the Moderator switched servers while asking me
 questions.  This
  had me sweating like crazy when he said he was going to change
  servers. It just didnt happen to him.
 
  Thanks for listening but even more thanks for a reply from
 Valve on
  the wall bug thing. There must be someone who knows why
 this happens.
 
  Tim Lippert
 
 
 
  My first guess would be that it has something to do with the
  physics
  shadow being used for the player.  You've looked

[hlcoders] The Wall Bug of KZMOD

2006-03-28 Thread Tim Lippert
Thanks for the reply, but this can't be a solution. Our maps are really huge 
and it would not be a good idea to cover entire areas where the jumps are with 
clip brushes. Some maps have close to 600 jumps and are not all nicely placed 
in a line either. Some may even be attached to a 32 sided cylinder. I dont 
think that CSS or HL2 has clip brushes on all thier walls and displacements, 
especially since we have 2 maps with nothing but displacements...this trick 
will also take away one unit of grid space the player can walk on which is 
sometimes very crucial.

I have been given the belief that the hl code was looked at, at least I had 
asked Jason to loook through it while he programmed it, because Yahn Bernier 
gave me the same tip and said you could get it exactly the same, but Jason 
never saw the way to make it work or just didn't find it.

There must be another way. I am also getting reports that people are falling 
through displacements while playing the game. It happened to me once as well.



 Date: Mon, 27 Mar 2006 17:42:12 -0800 (PST)
 From: Adam \amckern\ Mckern [EMAIL PROTECTED]
 Subject: Re: [hlcoders] The Wall Bug of KZMOD
 To: hlcoders@list.valvesoftware.com
 Reply-To: hlcoders@list.valvesoftware.com

 One way to fix stuck on object, is to cover over the
 areas where it apperas with a 'player clip' brush - it
 stops the hit box geting stcuk, and the phiscs sytem
 is then happy.

 As for the other items you litsed, I dont know where
 to start looking for answers, other then loading up
 the hl1 sdk, and look at gamemovemnt.cpp

 Adam

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Re: [hlcoders] The Wall Bug of KZMOD

2006-03-28 Thread John Sheu
My first guess would be that it has something to do with the physics
shadow being used for the player.  You've looked at the GameMovement
class evidently; I'd also advise you to take a look at VPhysicsUpdate()
in BasePlayer.  That is where the physics model and the player positions
get reconciled.

John Sheu

On Tue, 2006-03-28 at 17:08 +0200, Tim Lippert wrote:
 Thanks for the reply, but this can't be a solution. Our maps are really huge 
 and it would not be a good idea to cover entire areas where the jumps are 
 with clip brushes. Some maps have close to 600 jumps and are not all nicely 
 placed in a line either. Some may even be attached to a 32 sided cylinder. I 
 dont think that CSS or HL2 has clip brushes on all thier walls and 
 displacements, especially since we have 2 maps with nothing but 
 displacements...this trick will also take away one unit of grid space the 
 player can walk on which is sometimes very crucial.

 I have been given the belief that the hl code was looked at, at least I had 
 asked Jason to loook through it while he programmed it, because Yahn Bernier 
 gave me the same tip and said you could get it exactly the same, but Jason 
 never saw the way to make it work or just didn't find it.

 There must be another way. I am also getting reports that people are falling 
 through displacements while playing the game. It happened to me once as well.



  Date: Mon, 27 Mar 2006 17:42:12 -0800 (PST)
  From: Adam \amckern\ Mckern [EMAIL PROTECTED]
  Subject: Re: [hlcoders] The Wall Bug of KZMOD
  To: hlcoders@list.valvesoftware.com
  Reply-To: hlcoders@list.valvesoftware.com
 
  One way to fix stuck on object, is to cover over the
  areas where it apperas with a 'player clip' brush - it
  stops the hit box geting stcuk, and the phiscs sytem
  is then happy.
 
  As for the other items you litsed, I dont know where
  to start looking for answers, other then loading up
  the hl1 sdk, and look at gamemovemnt.cpp
 
  Adam

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[hlcoders] The Wall Bug of KZMOD

2006-03-27 Thread Tim Lippert
Hello Gentlemen,

I'm Tim SoUlFaThEr Lippert of the Kreedz Climbing mod. I'm glad I finally got 
the opportunity to find this secret Guild, hehe. Theres 2 things that are 
killing my mod that I nor my coders understand and we need a bit of advice. Tom

Background:
Jason Houston of BG2 had begun coding for us in our early stages and did some 
movement changes. My point for making the mod was to reproduce, as closely as 
possible, the movement physics of CS1.6, which is where the concept of the 
kzmod had originated almost 4 years ago(Kreedz maps). One thing that posed a 
real problem was the stop that was enforced after landing from a jump. Since my 
mod is principally a jumping mod, this is very important for us to keep. Jason 
made a few new cvars for us, so we could try to add this stopping, but it's not 
the same as CS1.6 at all, and we now think it's actually causing more problems 
then it is helping(might be using totally the wrong methods, thanks Garry).  We 
have kz_fricmin, kz_fricmax, and kz_frictime. With these 3 things, we are 
adding friction to the player to create this stop, over time, and also a 
release of this stop, over time. Neither of the variables we are able to 
perfect as it is in CS1.6, but the stop itself is really close.!
  I'm SURE there is another way but we don't have access to CSS code of course. 
Speaking of CSS, it does have the stop we need pretty much, but does not have 
the ugly wall bug. It is crucial for the success of the game, however small, 
that we solve this wall bug problem.

This is the wall bug from the eyes of a non programmer(me):

When we are standing on these small blocks attached to any type of 
walls(straight, horizontally or vertically slanted, displacements), and begin 
running forward with our shoulders against it, we get client stuck on object 
xxx until we get off of it, or it might even stop on its own. It makes the 
screen jitter. It happens in the air too with any sort of contact, but, also 
not all of the time. It happens on lan or Internet servers, but with greater 
numbers of appearances on Internet servers. In the end, it makes us fall, which 
is like a trap you hate to be in when you just successfully jumped 400 times, 
without a mistake, on a very hard map, wasting 30-40 minutes, and fall because 
of some invisible hands that do not want you to jump to the end. Its making 
people leave the game and since release we cannot fix it!

Any help would be greatly appreciated. Sorry for the book I just wrote 
because most of your things are short spoken.

Thanks,
Tim Lippert

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Re: [hlcoders] The Wall Bug of KZMOD

2006-03-27 Thread Adam \amckern\ Mckern
One way to fix stuck on object, is to cover over the
areas where it apperas with a 'player clip' brush - it
stops the hit box geting stcuk, and the phiscs sytem
is then happy.

As for the other items you litsed, I dont know where
to start looking for answers, other then loading up
the hl1 sdk, and look at gamemovemnt.cpp

Adam


--- Tim Lippert [EMAIL PROTECTED] wrote:

 Hello Gentlemen,

 I'm Tim SoUlFaThEr Lippert of the Kreedz Climbing
 mod. I'm glad I finally got the opportunity to find
 this secret Guild, hehe. Theres 2 things that are
 killing my mod that I nor my coders understand and
 we need a bit of advice. Tom

 Background:
 Jason Houston of BG2 had begun coding for us in our
 early stages and did some movement changes. My point
 for making the mod was to reproduce, as closely as
 possible, the movement physics of CS1.6, which is
 where the concept of the kzmod had originated almost
 4 years ago(Kreedz maps). One thing that posed a
 real problem was the stop that was enforced after
 landing from a jump. Since my mod is principally a
 jumping mod, this is very important for us to keep.
 Jason made a few new cvars for us, so we could try
 to add this stopping, but it's not the same as CS1.6
 at all, and we now think it's actually causing more
 problems then it is helping(might be using totally
 the wrong methods, thanks Garry).  We have
 kz_fricmin, kz_fricmax, and kz_frictime. With these
 3 things, we are adding friction to the player to
 create this stop, over time, and also a release of
 this stop, over time. Neither of the variables we
 are able to perfect as it is in CS1.6, but the stop
 itself is really close.!
   I'm SURE there is another way but we don't have
 access to CSS code of course. Speaking of CSS, it
 does have the stop we need pretty much, but does not
 have the ugly wall bug. It is crucial for the
 success of the game, however small, that we solve
 this wall bug problem.

 This is the wall bug from the eyes of a non
 programmer(me):

 When we are standing on these small blocks attached
 to any type of walls(straight, horizontally or
 vertically slanted, displacements), and begin
 running forward with our shoulders against it, we
 get client stuck on object xxx until we get off of
 it, or it might even stop on its own. It makes the
 screen jitter. It happens in the air too with any
 sort of contact, but, also not all of the time. It
 happens on lan or Internet servers, but with greater
 numbers of appearances on Internet servers. In the
 end, it makes us fall, which is like a trap you hate
 to be in when you just successfully jumped 400
 times, without a mistake, on a very hard map,
 wasting 30-40 minutes, and fall because of some
 invisible hands that do not want you to jump to the
 end. Its making people leave the game and since
 release we cannot fix it!

 Any help would be greatly appreciated. Sorry for the
 book I just wrote because most of your things are
 short spoken.

 Thanks,
 Tim Lippert


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 im WEB.DE Club!
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Re: [hlcoders] The Wall Bug of KZMOD

2006-03-27 Thread Jason Houston
--
[ Picked text/plain from multipart/alternative ]
So the wall movement thing didn't change things? Has kaos even tried it yet?
Using a variation on the line omega posted last week(i sent you the whole
thread) i got rid of the speed increase in bg2.


--
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