Hello all again after a long abstinence, I'm SoUlFaThEr, from Kreedz Climbing/kzmod.
This is now my second attempt with a new programmer to stop the wall bug(prediction/interpolation/speedchangeproblem). It's the main reason why everyone just stopped playing it, and dropped their servers. My programmer left out of pure frustration becasue of it and that broke it. Then I lost all the source files but the code, and I tossed in my chips for a bit. A while back (last April) I wrote that the collision boxes were the cause and that it solved 95% of the problem. Im not sure exactly what it was that ended up shooting that down, but we are, right now, back to square one, and starting with a fresh programmer. The Wall Bug is still not gone/solved, of course. Or is it? What I have heard from my present programmer so far: Client and server speeds do not match and they dont even update at the same rate either. The moment our speed changes from either stopped, or full speed, and IS a number between or over them, everything lags out(spectator screen, demos, and the player himself). The server loses the player's position for up to 200 units away during this split second and when it updates, snaps you back.....this is the quick glitch we see when we first hit the jump button(which if done right with a "prestrafe", gives you a little speed boost). If we are falling or changing speed in any matter whatsoever, spectator lags like crazy, demos lag like crazy, everything lags like crazy. And thats where its driving us....really crazy. It's like some Devil saying, "NO...you will not create a mod that people can enjoy." Anyone konw this Devil? Much of the time this will occur when we come into contact with a brush based wall.....models of any sort, uneven ground displacements can also cause it becasue of the angles, and definately walls that are not square to the grid in hammer. We also have the problem that players can simply walk into displacements sometimes....:( or fly into them for that matter from falling. I created a demo today on one of the tallest maps that source can handle....I used our bungee to fall to the bottom, slap the rope onto a ropetarget and literally Bounce....off the bungee...alll the way back up.....ONLY at the very bottom of the fall and at the very top of my arc....was the DEMO....smooth.....the rest was total jittery screen, even tho in game this flying bit of ours is perfectly SMOOTH. We cant even make a respectible promotion video for the mod without seeing this lag in the movie too, whetehr we are jumping, surfing, or this bungee flying action. My entire ability to allow my community to compete for Records on our maps is detroyed because of this bug ruining the demos as well. Not one single demo is without lag. Thats half the concept of the game.....to compete with each other for the fastest time like our CS1.6 faction does. If they cant have smooth demos, they wont even start making one. If they have the wall bug stopping them, suddenly, from reaching the top, they will never try a demo Record attempt again. Also on demos : Anyone know a way we can control what settings the players have with this demos system of HL2? We cant even see if the player is cheating with cvars.....all this was possible in hl and even really easy :( In many, many, (over 20 different coding spasms) attempts to match speeds between server/client, match anything...it does nothing but make it, usually 10 times worse, but never once better. Garry Newman, I hear, bless your soul, somehow solved the moving objects problem.....this aspect would be the greatest thing for my mod. jump mod with no moving objects = 20% less fun. Did he need the engine to solve this? This is another serious issue. I read through the hlcoders list today all the way back to the day i stopped checking it, and found some fixes that i hope will help this. Im wondering if you all really solved the plat problem or func_door moving objects. Fortress Forever achieved HL1 movement quite smoothly. I've had contact with him and hopefully sooner or later he can contact his original programmer who did that amazing feat. If it works with us what they did....oh boy spread the word right!! Everyone is actually affected by this. If anyone else is able to contribute any new (After summer of 2006) SOLID information on how to solve this prediction code interpolation problem...server client speed mismatching wall grabbing mess please speak up!!!....my hair might fall out less as fast as it did last year over this :) hehe I'm sure some of you know how I feel. My community and myself owe you our lives if you can help us move forward to smooth movement with our presently smooth speed increases and decreases like CS1.6 has. Thanks in advanced and im sorry for this long winded opening. Im getting this desperate feeling. I know this game is good stuff and the direction I'm going is really making it more and more unique. It will be extremely sad if we can't find a solution on this hated BUG. Valves divine intervention on the engine code telling it to understand speed changes would be a nice future update and would make all these hundreds of HL2 mods smoother. Almost all of them have this bug including CSS. It just doesnt matter much because you mostly shoot.....we spend 90% of our time next to walls and colliding with things.....its death to the entire concept. Help!! hehe and thanks in advanced for reading all this if you did. It's the entire issue. in one spot. SF _______________________________________________________________________ Viren-Scan für Ihren PC! Jetzt für jeden. Sofort, online und kostenlos. 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