> First, for some reason the client shows the platform as class
> "func_platrot" which is correct. But the the server lists the
> same entity as "func_plat" (the base class). I discovered
> this by accident by printing the classname of the ground
> entity indentified in the
> ClassifyPosition() routine. (I remade the map to force all
> the plats to func_plat and this problem went away, but the
> other problems remained.)

That sounds like a bug.  How are you printing the class name?  Anyway,
probably not the root problem.


> Third, the jerkiness seems to be from the player being kicked
> up into the air (sorta like going up a stair step) and then
> falling back to the plat. The result is that the FL_ONGROUND
> flag is oscillating randomly (along with the ground entity
> switching from NULL, to the platform, and back to NULL) while
> the platform is in motion. The weird thing is that the code
> used to navigate stairs doesn't seem to be the thing that's
> doing this.

It sounds like the player isn't finding the ground entity.  There was
another bug we fixed in episode 1 that could have fixed this:

/src/game_shared/collisionproperty.cpp:

void CCollisionProperty::CollisionAABBToWorldAABB( const Vector
&entityMins,
        const Vector &entityMaxs, Vector *pWorldMins, Vector *pWorldMaxs
) const
{

// delete this section
        if ( IsSolidFlagSet(FSOLID_ROOT_PARENT_ALIGNED) )
        {
                matrix3x4_t mat;
                // Get Root Parent's axes - align box to those
                MatrixCopy( *GetRootParentToWorldTransform(), mat );
                MatrixSetColumn( GetCollisionOrigin(), 3, mat );
                TransformAABB( mat, entityMins, entityMaxs, *pWorldMins,
*pWorldMaxs );
                return;
        }
// end delete


this code was made obsolete hadn't been removed.  It can cause problems
with players riding on rotating entities set to SOLID_BSP.

You might give it a try.  I haven't tried to debug or repro this problem
- I'm just reading the messages here, so again I have no idea if this
will fix the problem you're seeing.

Jay

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