It doesn't seem to have made the problem worse, but it hasn't fixed it either. In large games the error messages still appear occasionally.
At 2006/07/16 06:18 PM, [EMAIL PROTECTED] wrote: >Well your change doesn't seem to have any negative side effect. Whether it >fixes the error logs or not would take a few days to determine. Do you have >any info on that? > >At 2006/03/10 09:20 AM, Garry Newman wrote: >>It's probably a bit hacky.. I'll have to move it over since I added it >>in derived Lua stuff. >> >>The problem I found was in the function >> >>bool CBasePlayer::SetObserverMode(int mode ) >> >>the block >> >> case OBS_MODE_CHASE : >> case OBS_MODE_IN_EYE : >> // udpate FOV and viewmodels >> SetObserverTarget( m_hObserverTarget ); >> SetMoveType( MOVETYPE_OBSERVER ); >> break; >> >> >>should really be >> >> case OBS_MODE_CHASE : >> case OBS_MODE_IN_EYE : >> // udpate FOV and viewmodels >> SetObserverTarget( m_hObserverTarget ); >> SetMoveType( MOVETYPE_NONE ); >> break; >> >>It doesn't seem to have any knock on effect as far as I can tell.. but >>I haven't tested it a lot. >> >>I think the problem was that somewhere down the line the >>OBS_MODE_DEATHCAM became redundant because OBS_MODE_CHASE is used >>instead.. but this bit of code wasn't updated. >> >> >> >>On 3/10/06, Jorge Rodriguez <[EMAIL PROTECTED]> wrote: >>> Garry Newman wrote: >>> >>> >I just fixed this problem in GMod. >>> > >>> >When a player is a spectator his body is non solid so keeps falling >>> >through the enviroment. >>> > >>> >In my mod I just made it set the player's movetype to MOVETYPE_NONE if >>> >he's spectating an entity. It seems to fix the problem (You can verify >>> >by ent_text 2 or whatever the player's entity index is) >>> > >>> > >>> Would you be gracious enough to provide a patch? >>> >>> Jeff 'Kuja' Katz wrote: >>> >>> >>>We've been having this same errant behavior in Digital Paintball. >>> >>>Several spawn points that appear as valid in VHE appear to the engine >>> >>>to be partially underground. This caused some issues when spawning, as >>> >>>VPhysicsShadowUpdate barfed at the invalid spawns and the player ended >>> >>>up respawning where they had 'died'. >>> >>> >>> >>>Our current solution (more of a hack) is to move the player up a set >>> >>>number of units and casting a traceline down to figure out where to >>> >>>really spawn. >>> >>> >>> We also had problems where sometimes the spawn would work OK but the >>> player would simply fall through the floor. The same downcasting >>> solution seems to have solved it. However I think these problems are >>> only marginally related to the problem bloodykenny brought up, because >>> he says it only happens when players are dead. But maybe they are the >>> same problem. >>> >>> -- >>> Jorge "Vino" Rodriguez >>> >>> >>> _______________________________________________ >>> 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

