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
>>
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