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 >> >> >> >> _______________________________________________________________ >> >> 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 >> >> > >_______________________________________________ >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

