I have this really strange, and really bad problem right now.

I've been working on a little side project called Omega Wing, which is
basically a descent clone. (that's not the problem, I'll get to it)

In the process I've been totally stripping down the SDK, getting rid of all
un-needed things, such as weapon ammo etc (I hold any secondary weapons
directly on the player, and energy based weapons share a single pool) So
everything was all working great until last night when my problem magically
appeared!

For some really really strange, and unknown reason player origin do not
update properly over the network; everything else does! Just NOT players!
>From doing a lot of tests with alerts and console printing, ive discovered
that the origins are all correct in the following places:
AddToFullPack, UpdateClientData, HUD_TxferLocalOverrides,
HUD_ProcessPlayerState, pmove (on both the server AND the client), as well
as every other place I could think of to check it..
HOWEVER, inside HUD_AddEntity, origins are always the same as the last
spawn! Ie: if one player spawns, and another one connects, the origin of the
first player is 0 0 0 until the player dies. Once the player dies, its now
whatever the origin of the spawn point is, but if the player moves around it
dosent update! I don't know why! This is driving me insane!

That's the ONLY time it appears to change! This just started happening last
night. Through the course of last night and all day today (its now 8:51pm as
im typing this sentence) I've compared (with beyond compare) 4 different
source trees, 3 different delta.lst's and I'm at my wits end!

If anyone has any idea, please let me know what you think it "could be", im
out of ideas right now, so any ideas you guys can give me on where I should
check would (maybe, unless ive really exhausted all.. ugh) help

Thanks

omega
Blackened Interactive - http://www.blackened-interactive.com
Wavelength - http://www.thewavelength.net


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to