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.
> > > --
> > >
> > > _______________________________________________
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> > > please visit:
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> > >
> >
> >
> > _______________________________________________
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> please visit:
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> >
> >
>
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