> OK, thx... And, finally... I didn't really understood what you said before. > I quote from your previous message : > "It keeps backing up from the end point until it hits non-solid space. Like > the comment says, it shouldn't really happen, but it does occasionally." > > What shouldn't really happen but does occasionally ? > Thx for the help :)
What shouldn't happen is that the trace line code should NOT be terminating inside a solid surface. The code is supposed to use the BSP tree hull information to determine where (which plane) a trace line will terminate. The end point of this trace line SHOULD be in open space, but sometimes the trace line terminates inside a solid surface. The trace line code then attempts to back up from the solid surface to hit open space. If, in the process of backing up, the length of the trace line becomes less than zero (goes negative) the engine knows that the trace line has actually gone back PAST the starting point in the other direction and that's when you get the warning message about a trace "backup past 0". There's a few other special cases inside the SV_RecursiveHullCheck() function (found in world.c) in the Quake I source code that you might want to look at if you really what to understand how the trace line in Half-Life works. The Quake I source is available from the ftp.idsoftware.com website. Jeffrey "botman" Broome _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

