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
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