Re: [hlcoders] The Wall Bug of KZMOD
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 >> -- >> >> ___ >> 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] The Wall Bug of KZMOD
-- [ 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 > > -- > > > > ___ > > 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] The Wall Bug of KZMOD
-- [ 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 > -- > > ___ > 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] The Wall Bug of KZMOD
-- [ Picked text/plain from multipart/alternative ] They released a BETA, calm down ;) -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] The Wall Bug of KZMOD
-- [ 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 > -- > > ___ > 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] The Wall Bug of KZMOD
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] The Wall Bug of KZMOD
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 >
Re: [hlcoders] The Wall Bug of KZMOD
-- [ 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 -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] The Wall Bug of KZMOD
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 fr
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
RE: [hlcoders] The Wall Bug of KZMOD
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= .
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 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
Re: [hlcoders] The Wall Bug of KZMOD
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 > > __ > Verschicken Sie romantische, coole und witzige Bilder per SMS! > Jetzt bei WEB.DE FreeMail: http://f.web.de/?mc=021193 > > > ___ > 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] The Wall Bug of KZMOD
The displacment bug has been talked about before, have a search into the archives of the list... Adam --- Tim Lippert <[EMAIL PROTECTED]> 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 > > __ > Verschicken Sie romantische, coole und witzige > Bilder per SMS! > Jetzt bei WEB.DE FreeMail: > http://f.web.de/?mc=021193 > > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - http://www.nigredostudios.com __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] The Wall Bug of KZMOD
-- [ 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. -- Draco -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] The Wall Bug of KZMOD
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 > > __ > XXL-Speicher, PC-Virenschutz, Spartarife & mehr: Nur > im WEB.DE Club! > Jetzt gratis testen! > http://freemail.web.de/home/landingpad/?mc=021130 > > > ___ > To unsubscribe, edit your list preferences, or view > the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > My Website http://www.ammahls.com Lead Programer NightFall http://www.nightfallmod.net Developer of CST and ZHLT 3.0 http://www.zhlt.info Team Lead - Prime - Website TBA... __ Do You Yahoo!? Tired of spam? Yahoo! Mail has the best spam protection around http://mail.yahoo.com ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders