If you turn off server-side physics (phys_timescale 0), does the issue
still happen?

Also, if you turn off prediction (cl_predict 0) does the issue still
happen?

The answers to these questions would help narrow down the possible
causes of the problem you're having.

> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> Tim Lippert
> Sent: Wednesday, April 12, 2006 12:53 PM
> To: [email protected]
> Subject: re:[hlcoders] The Wall Bug of KZMOD
>
> 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
>
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