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... >>> >>> _______________________________________________ >>> 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

