Jay I'm confused because your response acts like "client stuck on object" is hard to reproduce. If I flip a table upside-down and walk across it that always causes the error message for me. Is it not supposed to do that? Or maybe you were talking about something else - there were 3 issues in the original email.
At 2006/04/12 03:02 PM, Jay Stelly wrote: >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 _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

