Well this one was a merge issue that caused m_flSpeedMod to be uninitialized.

Sadly I would've caught this much sooner if the fixes I started on here
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#First_big_pass_at_-Wall_and_consistent_code
had made it to all the .cpp files, but I hadn't had time yet.

You may notice my fixes in http://aoa.gamemod.net/patch-warning-minmax.txt 
switch the error-prone and dangerous clamp() macro and replace it with a more 
robust templatized function on many pages, with an assert that would've 
revealed the issue.  See other recent post on the value of asserts. ;)

-bk

At 2006/08/23 01:57 PM, [EMAIL PROTECTED] wrote:
>The SDK was a year overdue and 365 thousand lines long, affording lots of 
>opportunities for code diversion, so I won't say it's impossible for something 
>to have been mismerged.
>
>On the other hand, I don't see how anything I mismerged could cause the 
>behavior that the new SDK exhibits.  It looks like something is wrong with the 
>space partitioning at the core of the engine.  Sure, it would be possible for 
>the mod code to make the map and entities disappear entirely so that you can 
>only see the skybox, but doing so would take a great deal of effort.  It's not 
>something that could happen accidentally.  I can't say for certain it's not 
>something on my end, but given that huge number of show-stopper bugs in the 
>core and in the SDK, I suspect it's on Valve's side.
>
>Has anyone actually gotten the new SDK to work with srcds using HL2DM maps?
>
>If I have time tomorrow I guess I'll try a fresh SDK checkout and see what it 
>does by itself.
>
>At 2006/08/22 04:56 AM, Robbie Groenewoudt wrote:
>>--
>>[ Picked text/plain from multipart/alternative ]
>>My guess is this the result of a bad code merge. I don't think it's an SDK
>>problem because I and many others would be spamming this mailinglist.
>>
>>On 8/22/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
>>wrote:
>>>
>>> Player movement issues after SDK update?  Anyone else seen this?  I
>>> finally got my mod ported (on MSVC only anyway, no Linux of course) but at
>>> run time the player is mostly stuck.
>>>
>>> At times it almost seemed like the client and server disagreed on where
>>> the walls were in map, as occasionally I'd lose all visibility of entities
>>> and just see the skybox.  But both server and client correctly are mounting
>>> SteamAppId 320 in their gameinfo.txt and seemed to both load the dm map
>>> ok.
>>>
>>> I did manage to blow up a barrel and see the new SDK's barrel ground flame
>>> effect so at least something worked...
>>>
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>>>
>>--
>>
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