3 things today Gentlemen.

1. This wall bug (client stuck on object xxx) is killing me guys, killing my 
mod. Everything(1 thing) you have suggested so far has brought no results. We 
cannot fix the wall bug. Short reminder....as we walk along a wall its making a 
laggy stickiness and causes you to fall or not run correctly. It is vital to 
the mod to stop this. People are leaving it everyday because of this ONE damn 
bug :( It would be like if you could only "sometimes" shoot bullets, if this 
were a shooting game. Guess what that would do to your croud.

I've even run through the entire databank in a 4 day sweat to see if anything 
having to do with this matter might have appeared in the list backlog.....we 
tried some things i took out of there too and no.

We checked on the physics shadow as mentioned by John Sheu.....no go at that 
station too. Please, someone at Valve help us out on this....this problem 
doesnt exist in your games the way it does in this mod....we basicly changed 
nothing in the player movement to affect something like this, all angles have 
been checked. We added a friction to the player to make him stop after he lands 
from a jump.......but that has noting to do with this wall hugging bug while 
running. happens on straight and slanted walls and even on displacements.

2. Also, speaking of displacements, someone had mentioned about falling through 
displacements while SPAWNING, or while standing on a physics object. We fall 
through displacements while PLAYING the game.......and also physics objects are 
teleporting people all over the map. Mostly we get teleported straight down, 
but not always.....the teleporting is always to the same spot though. This is 
another thing that stops me from adding physics objects in the maps. I just 
made them all motionj disabled. It's providing an ugly way to cheat in some of 
our maps :( This is getting depressing. How about some more unsolved mysteries:

3. Why is every person who plays the game on a server getting a CTD when they 
try to change to another server whether they disconnect first or not? Heres yet 
another bug making the life of Kreedz Climbing really damn hard. Strangely, 
this did not happen during my live TV interview with the Giga Games show in 
Germany about the mod when the Moderator switched servers while asking me 
questions.  This had me sweating like crazy when he said he was going to change 
servers. It just didnt happen to him.

Thanks for listening but even more thanks for a reply from Valve on the wall 
bug thing. There must be someone who knows why this happens.

Tim Lippert



>>My first guess would be that it has something to do with the physics
shadow being used for the player.  You've looked at the GameMovement
class evidently; I'd also advise you to take a look at VPhysicsUpdate()
in BasePlayer.  That is where the physics model and the player positions
get reconciled.

John Sheu


>>Hello Gentlemen,

I'm Tim "SoUlFaThEr" Lippert of the Kreedz Climbing mod. I'm glad I finally=
 got the opportunity to find this secret "Guild", hehe. Theres 2 things tha=
t are killing my mod that I nor my coders understand and we need a bit of a=
dvice. Tom

Background:
Jason Houston of BG2 had begun coding for us in our early stages and did so=
me movement changes. My point for making the mod was to reproduce, as close=
ly as possible, the movement physics of CS1.6, which is where the concept o=
f the kzmod had originated almost 4 years ago(Kreedz maps). One thing that =
posed a real problem was the stop that was enforced after landing from a ju=
mp. Since my mod is principally a jumping mod, this is very important for u=
s to keep. Jason made a few new cvars for us, so we could try to add this s=
topping, but it's not the same as CS1.6 at all, and we now think it's actua=
lly causing more problems then it is helping(might be using totally the wro=
ng methods, thanks Garry).  We have kz_fricmin, kz_fricmax, and kz_frictime=
. With these 3 things, we are adding friction to the player to create this =
stop, over time, and also a release of this stop, over time. Neither of the=
 variables we are able to perfect as it is in CS1.6, but the stop itself is=
 really close.!
  I'm SURE there is another way but we don't have access to CSS code of cou=
rse. Speaking of CSS, it does have the stop we need pretty much, but does n=
ot have the ugly "wall bug". It is crucial for the success of the game, how=
ever small, that we solve this wall bug problem.

This is the wall bug from the eyes of a non programmer(me):

When we are standing on these small blocks attached to any type of walls(st=
raight, horizontally or vertically slanted, displacements), and begin runni=
ng forward with our shoulders against it, we get "client stuck on object xx=
x" until we get off of it, or it might even stop on its own. It makes the s=
creen jitter. It happens in the air too with any sort of contact, but, also=
 not all of the time. It happens on lan or Internet servers, but with great=
er numbers of appearances on Internet servers. In the end, it makes us fall=
, which is like a trap you hate to be in when you just successfully jumped =
400 times, without a mistake, on a very hard map, wasting 30-40 minutes, an=
d fall because of some invisible hands that do not want you to jump to the =
end. Its making people leave the game and since release we cannot fix it!

Any help would be greatly appreciated. Sorry for the "book" I just wrote be=
cause most of your things are short spoken.

Thanks,
Tim Lippert

_______________________________________________________________
SMS schreiben mit WEB.DE FreeMail - einfach, schnell und
kostenguenstig. Jetzt gleich testen! http://f.web.de/?mc=021192


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to