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

