Thank you very much Jay for the fix!

I have been side steping the use of elevators in my
levels, becuase of this issue

Now i got a reason to compile a fresh DLL for my play
mod (not nightfall).

Adam

--- Jay Stelly <[EMAIL PROTECTED]> wrote:

> When you say, "In hl2dm, it's smooth regardless of
> the "smoothstairs"
> setting." It sounds like you misunderstand what I'm
> trying to say.
>
> HL2DM is running the code from episode 1 that I
> pasted below.
> smoothstairs is already disabled when you're on an
> elevator in HL2DM -
> so testing HL2DM isn't going to prove whether this
> change is the fix or
> not - you have to test a mod based on the current
> SDK code release.
>
>
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On
> Behalf Of
> > Spencer 'voogru' MacDonald
> > Sent: Tuesday, June 27, 2006 7:07 PM
> > To: [email protected]
> > Subject: RE: [hlcoders] Jerky Movement when player
> is on
> > moving lift/elevator.
> >
> > That only masks the problem apparently. In hl2dm,
> it's smooth
> > regardless of the "smoothstairs" setting.
> >
> > -----Original Message-----
> > From: Jay Stelly [mailto:[EMAIL PROTECTED]
> > Sent: Tuesday, June 27, 2006 9:30 PM
> > To: [email protected]
> > Subject: RE: [hlcoders] Jerky Movement when player
> is on
> > moving lift/elevator.
> >
> > I'm not sure if it's the issue or not, but I
> remember a bug
> > like this in episode 1.  If it's the same issue,
> then setting
> > smoothstairs to zero will fix it (but cause other
> problems).
> > If that's the case then you need to add some logic
> to disable
> > stair smoothing when the player is on an elevator.
> >
> > Here's the code from ep1
> > baseplayer_shared.cpp:
> >
> > static ConVar smoothstairs( "smoothstairs", "1",
> > FCVAR_REPLICATED, "Smooth player eye z coordinate
> when
> > traversing stairs." );
> >
> >
>
//------------------------------------------------------------
> > ----------
> > -------
> > // Handle view smoothing when going up or down
> stairs
> >
>
//------------------------------------------------------------
> > ----------
> > -------
> > void CBasePlayer::SmoothViewOnStairs( Vector&
> eyeOrigin ) {
> >     CBaseEntity *pGroundEntity = GetGroundEntity();
> >     float flCurrentPlayerZ = GetLocalOrigin().z;
> >     float flCurrentPlayerViewOffsetZ =
> GetViewOffset().z;
> >
> >     // Smooth out stair step ups
> >     // NOTE: Don't want to do this when the ground
> entity
> > is moving the player
> >     if ( ( pGroundEntity != NULL &&
> > pGroundEntity->GetMoveType() == MOVETYPE_NONE ) &&
> (
> > flCurrentPlayerZ != m_flOldPlayerZ ) &&
> > smoothstairs.GetBool() &&
> >              m_flOldPlayerViewOffsetZ ==
> flCurrentPlayerViewOffsetZ
> > )
> >     {
> >             int dir = ( flCurrentPlayerZ > m_flOldPlayerZ )
> ? 1 :
> > -1;
> >
> >             float steptime = gpGlobals->frametime;
> >             if (steptime < 0)
> >             {
> >                     steptime = 0;
> >             }
> >
> >             m_flOldPlayerZ += steptime * 150 * dir;
> >
> >             const float stepSize = 18.0f;
> >
> >             if ( dir > 0 )
> >             {
> >                     if (m_flOldPlayerZ > flCurrentPlayerZ)
> >                     {
> >                             m_flOldPlayerZ = flCurrentPlayerZ;
> >                     }
> >                     if (flCurrentPlayerZ - m_flOldPlayerZ >
> > stepSize)
> >                     {
> >                             m_flOldPlayerZ = flCurrentPlayerZ -
> > stepSize;
> >                     }
> >             }
> >             else
> >             {
> >                     if (m_flOldPlayerZ < flCurrentPlayerZ)
> >                     {
> >                             m_flOldPlayerZ = flCurrentPlayerZ;
> >                     }
> >                     if (flCurrentPlayerZ - m_flOldPlayerZ <
> > -stepSize)
> >                     {
> >                             m_flOldPlayerZ = flCurrentPlayerZ +
> > stepSize;
> >                     }
> >             }
> >
> >             eyeOrigin[2] += m_flOldPlayerZ -
> flCurrentPlayerZ;
> >     }
> >     else
> >     {
> >             m_flOldPlayerZ = flCurrentPlayerZ;
> >             m_flOldPlayerViewOffsetZ =
> flCurrentPlayerViewOffsetZ;
> >     }
> >
> > > -----Original Message-----
> > > From: [EMAIL PROTECTED]
> > > [mailto:[EMAIL PROTECTED]
> On Behalf Of Teddy
> > > Sent: Tuesday, June 27, 2006 6:11 PM
> > > To: [email protected]
> > > Subject: Re: [hlcoders] Jerky Movement when
> player is on moving
> > > lift/elevator.
> > >
> > > No, but i would give up my first born for it.
> > >
> > > Seriously, i've been trying to fix this for a
> while now, very
> > > frustrating
> > >
> > > On 6/28/06, Spencer 'voogru' MacDonald
> <[EMAIL PROTECTED]> wrote:
> > > > This is a multi-part message in MIME format.
> > > > --
> > > > [ Picked text/plain from multipart/alternative
> ] Hello,
> > > >
> > > >
> > > >
> > > > There is apparently a bug with the SDK, that
> when you are
> > > on say, a lift or
> > > > an elevator, your movement becomes jerky when
> the lift is
> > in motion.
> > > > At first I thought it was a problem with some
> custom
> > > movement code, so I got
> > > > the base SDK and tried the same map with a
> lift.
> > > >
> > > >
> > > >
> > > > But no dice, same weird jerky movement issue.
> > > >
> > > >
> > > >
> > > > So, I fired up HL2DM, same map with a lift,
> smooth as a
> > > babies bottom, I
> > > > then got the base HL2DM code, tried it, same
> jerky movement,
> > > >
> > > > and then CS:S, same jerky movement.
> > > >
> > > >
> > > >
> > > > So it appears that valve has applied some
> fixes to the
> > > HL2DM code, which I
> > > > have missed out on. Does anyone know how to
> fix this
> > jerky movement?
> > > >
> > > >
> > > >
> > > > Thanks.
> > > >
> > > >
> > > >
> > > > - voogru.
> > > >
> > > >
> > > >
> > > >
> > > >
> > > > --
> > > >
> > > >
> > > >
> _______________________________________________
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> view the
> > > list archives, please visit:
> > > >
>
http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > > _______________________________________________
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> > list archives,
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> > >
>
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> > >
> > >
> >
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>
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> >
> >
> >
> >
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>


--------
My Website http://www.ammahls.com
   Lead Programer NightFall http://www.nightfallmod.net
      Developer of CST and ZHLT 3.0 http://www.zhlt.info
         Team Lead - Prime - http://www.nigredostudios.com

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