No No No here is the fix for the Physcannon physics issues!!!!! http://forums.steampowered.com/forums/showpost.php?p=10788350&postcount=47
On Sun, Aug 30, 2009 at 9:41 PM, Ryan Sheffer <[email protected]> wrote: > So I did a bit of looking through the code and I found out it screws up in > TransformAnglesToPlayerSpace. Not sure exactly why this isn't working, but > setting SetIgnorePitch to true deals with the issue, but you loose that > somewhat neat rotation the object is given when you move the object above > your head. Since the team I am working in prefers this since it makes it > easier to stack objects, I probably wont get around to actually tracking > down the problem. > > If anyone is interested, all you need to do is: > > In function CWeaponPhysCannon::AttachObject( CBaseEntity *pObject, const > Vector &vPosition ) > change this to true like so > m_grabController.SetIgnorePitch( true ); > > and in function CWeaponPhysCannon::ManagePredictedObject( void ) > change this to true like so > m_grabController.SetIgnorePitch( true ); > > Its a great quick fix until somebody hunts down the problem, and I > personally prefer it this way. > > Cheers. > > On Sun, Aug 30, 2009 at 6:39 PM, Ryan Sheffer <[email protected]> wrote: > > > I just noticed my physgun is also causing this problem, but my normal > > pickup isn't. The only difference between the two is the normal pickup > > doesnt alter the rotation of the object depending on how you have it in > the > > air. What it looks like to me is the changes in rotation of the object > while > > being held by the physcannon are only being made on the client, and not > the > > server. So the fix would be to ensure the server object is making these > > updates to the objects rotation as well, or better yet, remove the > rotation > > crap from the client all together so there is no confliction. > > > > > > On Sun, Aug 30, 2009 at 3:57 PM, Bob Somers <[email protected]> > wrote: > > > >> Cool. Your fellow list mates would be very thankful if you kept them > >> updated. :) > >> > >> --Bob > >> > >> > >> > >> On Sun, Aug 30, 2009 at 6:36 AM, Denis Craig<[email protected]> > >> wrote: > >> > > >> > When you move the prop with the physcannon, it updates the angles on > the > >> clientside as normal but takes a very long time to update on the server, > so > >> obviously when you drop the prop it'll snap to the server's angles > instead. > >> > > >> > Working on a fix at the moment, I think it's happening somewhere in > the > >> UpdateEntity() in the CGrabController class (in the > weapon_physcannon.cpp > >> file). > >> > > >> >> From: [email protected] > >> >> Date: Sun, 30 Aug 2009 02:48:19 -0700 > >> >> To: [email protected] > >> >> Subject: Re: [hlcoders] Physcannon drops objects weird in new SDK > >> >> > >> >> Did this ever get resolved? If so I'd love to know the solution, I'm > >> >> working through this bug myself. > >> >> > >> >> --Bob > >> >> > >> >> > >> >> > >> >> > >> >> On Wed, Jul 29, 2009 at 2:49 PM, James Murray<[email protected]> > >> wrote: > >> >> > What file should I look in? > >> >> > > >> >> > On Mon, Jul 27, 2009 at 2:43 PM, Ryan Sheffer <[email protected] > > > >> wrote: > >> >> > > >> >> >> The movement prediction is screwed up, but I don't remember how I > >> fixed it. > >> >> >> Check that the client side movement is updating correctly and that > >> it isn't > >> >> >> failing. It looks like the server isn't updating the objects > >> rotation, so > >> >> >> when you drop the object it notices the deviance with the server > and > >> snaps > >> >> >> it back. > >> >> >> > >> >> >> On Mon, Jul 27, 2009 at 6:45 AM, James Murray < > [email protected]> > >> wrote: > >> >> >> > >> >> >> > This is kinda hard to explain but here it goes, In the new > Orange > >> Box SDK > >> >> >> > if > >> >> >> > you pick up any object with the physcannon and drop it the > object > >> will > >> >> >> not > >> >> >> > stay the way it was when you were holding it instead it will > >> almost > >> >> >> rotate > >> >> >> > to the position it was when you picked it up, Here is a video > >> showing the > >> >> >> > problem > >> >> >> > > >> >> >> > http://www.youtube.com/watch?v=jTvTWNR-DuU > >> >> >> > _______________________________________________ > >> >> >> > To unsubscribe, edit your list preferences, or view the list > >> archives, > >> >> >> > please visit: > >> >> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >> >> > > >> >> >> > > >> >> >> > >> >> >> > >> >> >> -- > >> >> >> ~Ryan ( skidz ) > >> >> >> _______________________________________________ > >> >> >> To unsubscribe, edit your list preferences, or view the list > >> archives, > >> >> >> please visit: > >> >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >> >> > >> >> >> > >> >> > _______________________________________________ > >> >> > To unsubscribe, edit your list preferences, or view the list > >> archives, please visit: > >> >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >> > > >> >> > > >> >> > >> >> _______________________________________________ > >> >> To unsubscribe, edit your list preferences, or view the list > archives, > >> please visit: > >> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> >> > >> > > >> > _________________________________________________________________ > >> > View your other email accounts from your Hotmail inbox. Add them now. > >> > http://clk.atdmt.com/UKM/go/167688463/direct/01/ > >> > _______________________________________________ > >> > To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> > http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > > >> > > >> > >> _______________________________________________ > >> To unsubscribe, edit your list preferences, or view the list archives, > >> please visit: > >> http://list.valvesoftware.com/mailman/listinfo/hlcoders > >> > >> > > > > > > -- > > ~Ryan ( skidz ) > > > > > > -- > ~Ryan ( skidz ) > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

