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But the platform entities are not shared
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ts2do
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-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
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
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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
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
;
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
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
This is a multi-part message in MIME format.
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/ 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
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
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
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
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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?
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ts2do
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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?
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ts2do
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-Original Message-
From: Matthew Lewis [mailto:[EMAIL PROTECTED]
Sent: July 5, 2006 1:32 AM
To: hlcoders@list.valvesoftware.com
Subject: [hlcoders] jerky platforms
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The client shouldn't even
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