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

Reply via email to