The seen area in VHE displacemnts is not the real
render level (clip plane or what ever its called)

There is a button that you can click in VHE that will
show you where the cliping will be - it might be that
your player spawns are in the cliping, and as such the
engine is moving them under it to spawn. (as seen when
you no clip into the roof of stair well, and end up on
the next level down

--- Jeff 'Kuja' Katz <[EMAIL PROTECTED]> wrote:

> Reading this thread struck me - Sort of a deja vu
> thing.
>
> We've been having this same errant behavior in
> Digital Paintball.
> Several spawn points that appear as valid in VHE
> appear to the engine
> to be partially underground. This caused some issues
> when spawning, as
> VPhysicsShadowUpdate barfed at the invalid spawns
> and the player ended
> up respawning where they had 'died'.
>
> Our current solution (more of a hack) is to move the
> player up a set
> number of units and casting a traceline down to
> figure out where to
> really spawn.
>
> Is this a coincidence or is something funky up with
> source?
>
> -Kuja
>  mailto:[EMAIL PROTECTED]
>
> Thursday, March 9, 2006, 11:52:37 PM, you wrote:
> > if this is a problem from player spawning couldn't
> you just check to make
> > sure that the player ent can fit and if not try to
> move the player up a bit
> > or chose a different spawn location. Doing it this
> way you wouldn't have to
> > hex edit the map just a few lines of code when
> selecting the spawn point.
>
>
> >>From: "Aaron Schiff" <[EMAIL PROTECTED]>
> >>Reply-To: [email protected]
> >>To: [email protected]
> >>Subject: Re: [hlcoders] players falling out of DM
> maps
> >>Date: Thu, 9 Mar 2006 22:16:57 -0600
> >>
> >>--
> >>[ Picked text/plain from multipart/alternative ]
> >>it is possible to change entity origins without
> modifying their versions or
> >>anything...just be sure to open it in a hex editor
> or something that can
> >>save the rest exactly how it was
> >>
> >>On 3/9/06, [EMAIL PROTECTED]
> <[EMAIL PROTECTED]>
> >>wrote:
> >> >
> >> > Well on dm_powerhouse for instance, do you know
> of any particular spawn
> >> > point that's broken?  They're all official
> Valve maps so I couldn't
> >>modify
> >> > them, but maybe could hack in a code workaround
> to not use the broken
> >>spawn
> >> > points if that's the issue.
> >> >
> >> > At 2006/03/09 08:30 PM, you wrote:
> >> > >--
> >> > >[ Picked text/plain from multipart/alternative
> ]
> >> > >BG2 used to crash when there was too many
> telefrags at once. "Falling
> >>out
> >> > of
> >> > >maps" is a issue with badly placed spawn
> points(usually the bottom of
> >>the
> >> > >player sticks through the displacement and
> falls through). Also, HL2DM
> >> > >doesn't have lots of players spawning at once,
> as they die at least a
> >>few
> >> > >seconds apart and have to trigger their own
> spawn, so I doubt you'd
> >>have
> >> > >that many telefrags.
> >> > >
> >> > >
> >> > >--
> >> > >Draco
> >> > >--
> >> > >
> >> >
> >_______________________________________________
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> >> >
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> >> >
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> >> >
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> >> >
> >> >
> >>
> >>
> >>--
> >>ts2do
> >>--
> >>
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>
>
>
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