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

