RE: [hlcoders] jerky platforms

2006-07-05 Thread Tony \"omega\" Sergi
try these: http://omegaowns.us/omega/c_trains.cpp http://omegaowns.us/omega/trains.cpp -- modified for c_trains.cpp see if it makes a diff and let me know -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http://www.blackened-interactive.com > ---

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

2006-07-04 Thread Tony \"omega\" Sergi
If you do LINK_ENTITY_TO_CLASS on the client just like the server, it will report the exact same names. I use this hand in hand with some predicted entities, so that I can read them directly. -- -- omega Heroes of Excelsior http://www.heroesofexcelsior.com Blackened Interactive http:

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 -- __

Re: [hlcoders] jerky platforms

2006-07-04 Thread Adam \"amckern\" Mckern
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 an 'i

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

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() rou

RE: [hlcoders] jerky platforms

2006-07-04 Thread Spencer 'voogru' MacDonald
eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ; } else { m_flOldPlayerZ = flCurrentPlayerZ; m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ; } -Original Message- From: Tony "omega" Sergi [mailto:[EMAIL

RE: [hlcoders] jerky platforms

2006-07-04 Thread Tony \"omega\" Sergi
Simple. The player is the only entity in the engine that is completely different from any other entity. All player movement, is done via gamemovement; and is predicted on the client. Even the vphysics shadow is basically just a hack, it's on the server only. Secondly, there is a bug with this (