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@bloodykenny: Elevators now work good, with the patch at the VDC.
Client should have the same physics code as the server...
On 7/23/06, Aaron Schiff [EMAIL PROTECTED] wrote:
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The major
You think this patch fixes the horrible jitters bug when walking over tables
etc? Cool I haven't tried that one yet - will do.
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Jerky_Movement_when_player_is_on_moving_lift.2Felevator
At 2006/07/23 06:13 AM, Robbie Groenewoudt
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No it doesn't. It only fixes when you are standing on a moving entity, like
an elevator.
About the jittery when walking over tables: is your
CMoveHelperClient::ProcessImpacts empty?
In that case, fill it with the code of
Ah ok... that Touch()...
I'd say the jitteriness when walking over objects is currently one of top 3
most glaring bugs in the HL2 engine. It's probably related to all those posts
recently about trying to get elevators to not be choppy. I've never played a
map with an elevator in it though.
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The major reason for the jitters is that the client knows that an object is
solid, but it doesn't have it added to the clientside physenv (which would
simulate it). Since the client doesn't know simulation, player movement is
predicted based on
[EMAIL PROTECTED] wrote:
What problem does this solve exactly? I tried it, and the client is still
jittery when walking on tables or into boxes.
Racking my memory to remember a five month old patch, if I remember
correctly, this patch simply allows client-side touch triggers to occur.
I'm
What problem does this solve exactly? I tried it, and the client is still
jittery when walking on tables or into boxes.
At 2006/03/23 12:14 PM, Jorge Rodriguez wrote:
Client-side touch prediction is disabled in the standard SDK. I had some
need for it, so I stuck it in. Since it's non-trivial,
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Well...I only heard this once...but it may be possible that the player
movement is processed before physics simulation and that causes the player
to be moved out of the way
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ts2do
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To
Yeah sorry - thats one word i cant even try and spell
physics
--- Jorge Rodriguez [EMAIL PROTECTED] wrote:
Adam amckern Mckern wrote:
Runs clean with nightfall, and seems to stop in my
testing the phis death that is cased by the
suspended
phis boxes!
Well done
Sorry, but I don't
Adam amckern Mckern wrote:
Yeah sorry - thats one word i cant even try and spell
physics
OK so phis means physics, but I still don't know what physics boxes or
physics deaths are. Come to think of it, I don't know what nightfall is
either, is it a map?
I'm not trying to insult your
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nightfall is a mod that Amckern is working on
physics boxes are func_physbox entities
physics death is when they crush you
On 3/29/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Adam amckern Mckern wrote:
Yeah sorry - thats one word i cant
Aaron Schiff wrote:
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nightfall is a mod that Amckern is working on
physics boxes are func_physbox entities
physics death is when they crush you
... and this code will stop the player dying from those boxes? That
doesn't make any sense to me,
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No...he's not saying that at all.
On 3/29/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Aaron Schiff wrote:
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nightfall is a mod that Amckern is working on
physics boxes are func_physbox
Lets forget it :)
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
Does this help with getting rid of the client stuck on object xxx wall bug my
players are screaming about in Kreedz Climbing??
Or is it something very different and only pertaining to physics models?
Client-side
Runs clean with nightfall, and seems to stop in my
testing the phis death that is cased by the suspended
phis boxes!
Well done
--- Tim Lippert [EMAIL PROTECTED] wrote:
Does this help with getting rid of the client stuck
on object xxx wall bug my players are screaming
about in Kreedz
Adam amckern Mckern wrote:
Runs clean with nightfall, and seems to stop in my
testing the phis death that is cased by the suspended
phis boxes!
Well done
Sorry, but I don't know what phis death and suspended phis boxes are. I
don't even know what 'phis' means. Can you regress please?
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Does this help with the awful jerky lag that happens when you walk into or onto
a table?
At 2006/03/23 11:14 AM, Jorge Rodriguez wrote:
Client-side touch prediction is disabled in the standard SDK. I had some
need for it, so I stuck it in. Since it's non-trivial, and something
that shouldn't
Physical Mayhem Bug wrote:
Does this help with the awful jerky lag that happens when you walk into or onto
a table?
I haven't tried it against any dynamic objects, only static ones. I
think it's worth a try though, if you're up to it.
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Jorge Vino Rodriguez
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IMO The only solution for bad physics interactions is to install a
clientside physics simulation for serverside objects...this would require
the player to know about all constraints to be able to simulate the physics
objects predicted to be
Client-side touch prediction is disabled in the standard SDK. I had some
need for it, so I stuck it in. Since it's non-trivial, and something
that shouldn't have to be written twice, I'm posting it here for
opinions and corrections. It's mostly just copied from the equivalent
server code. This
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Can I ask what benefits this would serve?
On 3/23/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Client-side touch prediction is disabled in the standard SDK. I had some
need for it, so I stuck it in. Since it's non-trivial, and something
that
Benjamin Davison wrote:
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Can I ask what benefits this would serve?
In my case, I'm doing some exotic movement code and I needed to predict
when the player touches something. I'm sure there's lots of other
applications that I can't think
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Allrighty. Thanks for this :D
On 3/23/06, Jorge Rodriguez [EMAIL PROTECTED] wrote:
Benjamin Davison wrote:
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Can I ask what benefits this would serve?
In my case, I'm doing some exotic
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