Ok well go to this spot on dm_runoff and it repros with pure world geometry. 
Note the 'client stuck' upper-right hand message.

http://aoa.gamemod.net/img.html?dm_runoff0003-client-stuck.jpg

Setting 'phys_timescale 0' on the server has seemingly no effect on player 
movement.

Setting 'cl_predict 0' on the client makes it really difficult to move around - 
reminds me of Doom 1 over a modem... and the 'client stuck' message does go 
away, but the stuckiness does not go away.  Ie you still take about 5 seconds 
to wiggle free of that spot, but no message appears.

There are also some spots on dm_overwatch with this bug I believe.

At 2006/04/12 08:12 PM, Jay Stelly wrote:
>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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