I made a post about that, it seems to spin if you have a gamepad, and not an actual joystick, or, a joystick + gamepad driver. If I have my gravis gamepad active in game controllers, it seems to randomly spit input in and cause it to spin around like mad :/ But if I disable it, it doesn't do it.
As for the origin thing. Grr! It makes no sense. However, I think I may be onto something. It seems to update whenever the player is dead, but if they're alive.. inside hud_addentity all of the stuff (except curstate/prevstate) is invalid! omega Blackened Interactive - http://www.blackened-interactive.com Wavelength - http://www.thewavelength.net > -----Original Message----- > From: [EMAIL PROTECTED] [mailto:hlcoders- > [EMAIL PROTECTED] On Behalf Of jc > Sent: June 15, 2003 1:49 PM > To: [EMAIL PROTECTED] > Subject: Re: [hlcoders] origin problem > > i know that coding over a weird bug is never a good thing but couldnt you > just set ent->origin = ent->curstate.origin? > > oh nice demo btw :) bit hard to control :blinks: i gave up on my > playstation > pad after 30 secs and went to kb and still couldnt control it... seems to > spin on its own >_< > > jc > > ----- Original Message ----- > From: "Tony "omega" Sergi" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Sunday, June 15, 2003 5:09 PM > Subject: RE: [hlcoders] origin problem > > > > I know that. > > This is while they ARE in pvs. > > I said, the origin isn't what its SUPPOSED TO BE. Only when they > > die/respawn. > > Even more mystery.. > > When I print out in hud_addentity, I added another little bit to it.. > > > > gEngfuncs.Con_Printf("player: %i, x: %f, y: %f, z: %f\ncso: x: %f y: %f > z: > > %f\n", ent->index, ent->origin.x, ent->origin.y, ent->origin.z, > > ent->curstate.origin.x, ent->curstate.origin.y, ent->curstate.origin.z > ); > > > > guess what happens? > > ent->curstate.origin is correct, all the time! But ent->origin is only > > whatever it was when it last respawned or died! > > I don't get it at all. Nothings being filtered on the server side, its > all > > correct in processplayerstate (which means its obviously already in pvs, > > since its sending to the client, but in hud_addentity where it does the > > magic of allowing it to render or not (from my understanding) its wrong > at > > this point! > > > > > > omega > > Blackened Interactive - http://www.blackened-interactive.com > > Wavelength - http://www.thewavelength.net > > > > > -----Original Message----- > > > From: [EMAIL PROTECTED] [mailto:hlcoders- > > > [EMAIL PROTECTED] On Behalf Of matthew lewis > > > Sent: June 15, 2003 11:41 AM > > > To: [EMAIL PROTECTED] > > > Subject: [hlcoders] origin problem > > > > > > This is a multi-part message in MIME format. > > > -- > > > [ Picked text/plain from multipart/alternative ] > > > Individual player origins are only sent to clients when the player is > in > > > the client's PVS. > > > -- > > > > > > _______________________________________________ > > > 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 > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

