It's exactly what it looks like: the player's velocity is outside the expected
range, so it's being clamped. Not surprising, given that it's a jumpmap and
velocites are likely to be severely weirded on such maps.
FYI, to save on network bandwidth, the Z (vertical) component of player
velocities are transmitted with a smaller range and fewer bits than the other
components (which are themselves not transmitted with full precision anyhow).
I think you'll undestand why this is a good way to do it under normal gameplay
circumstances.
Quoting W0kk3L [EMAIL PROTECTED]:
Hi,
Question, does anyone recognize this in the console of SRCDS?
...
DataTable warning: (class player): Out-of-range value (-2917.586914) in
SendPropFloat 'm_vecVelocity[2]', clamping.
DataTable warning: (class player): Out-of-range value (-2941.586914) in
SendPropFloat 'm_vecVelocity[2]', clamping.
DataTable warning: (class player): Out-of-range value (-2965.586914) in
SendPropFloat 'm_vecVelocity[2]', clamping.
DataTable warning: (class player): Out-of-range value (-2989.586914) in
SendPropFloat 'm_vecVelocity[2]', clamping.
...
I've launched a CS:S jumpmap server and this keeps occuring (for pages and
pages). It doesn't seem to affect the players, but it's kinda annoying when
reading the console :) Anyone know how to fix it? (most likely it has
something to do with the jumpmaps themself, cause on our other servers the
errors don't occure).
-W0kk3L-
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