Awesome! Thank you, thank you, thank you James! That did the trick! --Bob
On Wed, Sep 2, 2009 at 10:08 PM, James Murray<[email protected]> wrote: > 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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

