I tried running diagonally and it doesn't increase the speed by much. I will give Botman's suggestion a try though and see if it helps.
Rob Prouse http://www.tourofdutymod.com At 05:39 PM 16/05/2002 -0400, you wrote: >When you run DIAGONALLY, do you exceed 250 as well? > >I've seen this before because the "max speed" is only across the AXIS. >That is, if yoy have a max speed of 250, that means 250 across the "x" >AND 250 across the "Y", which linearly is over 350 units. > >You can cap the movement velocity by using something akin to: > >int iVelocity = pev->velocity.Length2D(); >if (iVelocity > iMaxSpeed ) >{ > pev->velocity.x = pev->velocity.x * iMaxSpeed / iVelocity; > pev->velocity.y = pev->velocity.y * iMaxSpeed / iVelocity; >} > >...at least I *think* that's right. > >You'd have to do calculations such as this where you process the >"cmd->forwardmove" and "cmd->sidemove" in the client code. > >This is all talking out of my ass; I don't have the code in front of me >and haven't touched this part of it in ages. > >-----Original Message----- >From: [EMAIL PROTECTED] >[mailto:[EMAIL PROTECTED]] On Behalf Of Commando >Sent: Thursday, May 16, 2002 4:36 PM >To: [EMAIL PROTECTED] >Subject: [hlcoders] Speed bug > > >Some of our users have reported that when you run along a wall and hold >the Move Left or Right button so that you push into the wall, you run >much quicker. I tested this by adding the following code to >CBasePlayer::ItemPostFrame() to output the velocity of the player. > >ALERT(at_console, "Ground speed %f\n", Vector(pev->velocity).Length()); > >Our max player speed is set at 250. Running normally I see numbers like >this. When running along a wall and pressing into it, the number jumps >to 360. I double checked this by timing myself running across a large >room. Normally it takes 9 seconds, but by taking advantage of this bug >I can run across in 6 seconds. > >I am pretty sure this is a bug in the SDK or the engine as we have not >modified any of this code and I have experienced this in other mods. Is >this a known bug? If so, is there a fix for it? > >Rob Prouse >http://www.tourofdutymod.com > >_______________________________________________ >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

