-- [ Picked text/plain from multipart/alternative ] Don't give them any ideas Teddy. :p
On 6/28/06, Teddy <[EMAIL PROTECTED]> wrote: > > That's not a solution, which means you're part of the problem :-P > > Come on, this codebase is only 13 months old! Sure, there's alot of > great new technologies and bug fixes we've been promised, but I like > to think of it as a challenge. Maybe we can band together and code up > our own HDR?! > > On 6/28/06, Ryan Sheffer <[EMAIL PROTECTED]> wrote: > > -- > > [ Picked text/plain from multipart/alternative ] > > Well I have a solution to these issues, Valve should release the code > > updates. > > Our rotting code becomes more unstable each engine update it seems. > > > > On 6/27/06, Spencer 'voogru' MacDonald <[EMAIL PROTECTED]> wrote: > > > > > > Ah, my mistake. > > > > > > I see what you meant, I put in your code and it seems to solve a > majority > > > of > > > the problem. > > > > > > Though, for some reason it still 'feels' different than from HL2DM, > the > > > lift > > > in HL2DM is much smoother still. > > > > > > I have applied the fix to the Base SDK code to isolate anything we > might > > > have changed with the movement code that could be affecting it. > > > > > > The easiest way for me to describe it, within HL2DM, if you pay close > > > attention to the lift, the lift will not appear to jitter up and down. > > > > > > In the base SDK with the fix, the lift appears to jitters up and down > very > > > slightly. Are there any other optimizations/fixes that have been > applied? > > > > > > Thanks. > > > > > > - voogru. > > > > > > -----Original Message----- > > > From: Jay Stelly [mailto:[EMAIL PROTECTED] > > > Sent: Tuesday, June 27, 2006 10:24 PM > > > To: [email protected] > > > Subject: RE: [hlcoders] Jerky Movement when player is on moving > > > lift/elevator. > > > > > > 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. > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > > -- > > > > > > > > > > > > > > > > > > _______________________________________________ > > > > > > 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 > > > > > > > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -- > > ~skidz > > -- > > > > _______________________________________________ > > 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 > > -- Programmer for Resistance and Liberation www.resistanceandliberation.com -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

