Re: [hlcoders] jerky platforms

2006-07-05 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] But the platform entities are not shared -- ts2do -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

RE: [hlcoders] jerky platforms

2006-07-05 Thread Tony \omega\ Sergi
-Original Message- From: Matthew Lewis [mailto:[EMAIL PROTECTED] Sent: July 5, 2006 1:32 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] jerky platforms Actually, that's kinda unexpected about the client not knowing the entities classname. Doesn't it have a copy of the BSP

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
I have been trying to figure out why the platforms are so jerky in their motion. I've discovered a few of things: First, for some reason the client shows the platform as class func_platrot which is correct. But the the server lists the same entity as func_plat (the base class). I discovered this

RE: [hlcoders] jerky platforms

2006-07-04 Thread Tony \omega\ Sergi
- From: Matthew Lewis [mailto:[EMAIL PROTECTED] Sent: July 4, 2006 12:39 PM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] jerky platforms I have been trying to figure out why the platforms are so jerky in their motion. I've discovered a few of things: First, for some reason

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
I don't buy that. The plats in Q2 and in HL1 both worked properly in mp. Plus, because the plats are a predicted entity on both the client and server, there is no reason for the movement to be messed up the way it is. And this doesn't explain why the classname and velocity information is grossly

RE: [hlcoders] jerky platforms

2006-07-04 Thread Spencer 'voogru' MacDonald
; m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ; } -Original Message- From: Tony omega Sergi [mailto:[EMAIL PROTECTED] Sent: Tuesday, July 04, 2006 1:06 PM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] jerky platforms Simple. The player is the only entity

RE: [hlcoders] jerky platforms

2006-07-04 Thread Jay Stelly
First, for some reason the client shows the platform as class func_platrot which is correct. But the the server lists the same entity as func_plat (the base class). I discovered this by accident by printing the classname of the ground entity indentified in the ClassifyPosition() routine. (I

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] / First, for some reason the client shows the platform as class // func_platrot which is correct. But the the server lists the // same entity as func_plat (the base class). I discovered // this by

RE: [hlcoders] jerky platforms

2006-07-04 Thread Jay Stelly
I'll try that. But the player does seem to be seeing the ground entity. But it appears he's bouncing off it. The player touches the moving plat, gets kick up, gravity takes over, and the plat catches up to the falling player and the cycle repeats. That doesn't really make sense; it's a bug

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
Here is a somewhat long log I made of a player standing on a platform. I made a special map which is just a single room with a platform in the center. The origin of the platform at the bottom is (0,0,4). The platform moves up at 75units/sec. I printed the platform state everytime the

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
When making maps, with a func_door as my platform, and setting the move value higher then 120 units/s the player would be left under the platform, and travel at around 100 units/s - the jerky movemnt was not noticable, but it was very sad to see the platform way above you and you moving up on

Re: [hlcoders] jerky platforms

2006-07-04 Thread Aaron Schiff
-- [ Picked text/plain from multipart/alternative ] The client shouldn't even know the entity's name anyways... it should only know the nearest defined network class relative to the networked entity's class. What function do you use to retrieve the entity's name on the client? -- ts2do --

[hlcoders] jerky platforms

2006-07-04 Thread Matthew Lewis
-- [ Picked text/plain from multipart/alternative ] The client shouldn't even know the entity's name anyways... it should only know the nearest defined network class relative to the networked entity's class. What function do you use to retrieve the entity's name on the client? -- ts2do --

RE: [hlcoders] jerky platforms

2006-07-04 Thread Tony \omega\ Sergi
://www.blackened-interactive.com -Original Message- From: Matthew Lewis [mailto:[EMAIL PROTECTED] Sent: July 5, 2006 1:32 AM To: hlcoders@list.valvesoftware.com Subject: [hlcoders] jerky platforms -- [ Picked text/plain from multipart/alternative ] The client shouldn't even