--
[ 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:
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> > > > > >
> > > > > >
> > > > >
> > > > > _______________________________________________
> > > > > 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:
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>
>


--
Programmer for Resistance and Liberation
www.resistanceandliberation.com
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