Oh yeah, and if anybody cares, I got it fixed =)
It was soo stupid. It "magically" stopped working whenever  the player is a
movetype that the engine uses. *boggle*
Ie: movetype_walk or movetype_fly meant no updates.

*boggled*
oh well, fixed now.


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 Tony "omega" Sergi
> Sent: June 15, 2003 3:45 PM
> To: [EMAIL PROTECTED]
> Subject: RE: [hlcoders] origin problem
>
> 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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> > >
> > >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
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> >
>
>
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