As I read the message below, Tim is saying that he gets stuck messages
when the player is colliding only with some static geometry (walls) and
that he was unable to reproduce the bug in any Valve games.   Is the
wall a prop_physics or something?  I just assumed that the wall was
brush geometry or prop_static.  I don't think you guys are talking about
the same problem.


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Wednesday, April 12, 2006 5:46 PM
> To: [email protected]
> Subject: RE: [hlcoders] The Wall Bug of KZMOD
>
> 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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> >>
> >>
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> >>
> >>
> >
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