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[ Picked text/plain from multipart/alternative ]
Oh nice. Anyone have an idea how to fix it?

On 2/9/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]>
wrote:
>
> That sound issue exists in HL2:DM with the RPG.  Occasionally missiles
> leave a sound spot behind for the remainder of the map.
>
> At 2007/02/08 04:30 PM, Adam \"amckern\" Mckern wrote:
> >I would be hacky and add a stopsound xxx to the area
> >of code that the body is removed from the world.
> >
> >Adan
> >
> >
> >--- Jeremy <[EMAIL PROTECTED]> wrote:
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> We've got a couple issues that have been somewhat of
> >> a pain to track down,
> >> was hoping others could maybe help out or at the
> >> least steer us in the right
> >> direction.
> >>
> >> 1) Door/elevator prediction is pretty bad. Anyone
> >> managed to smooth out or
> >> fix the prediction issues in door like entities? For
> >> example, when running
> >> on a server doors seem to propagate really badly.
> >> Twitching, interpolating
> >> too far, not opening enough, etc. Apparently it's
> >> even worse with a tickrate
> >> of 100.
> >>
> >> 2) Leftover sounds. We have a flamethrower that
> >> leaves flame effects on
> >> bodies and stuff, but sometimes even after the body
> >> is removed from the game
> >> the flame sound remains where the corpse was. How do
> >> you debug these sorts
> >> of issues?
> >>
> >> Any help is appreciated.
> >>
> >> J
> >> --
> >>
> >> _______________________________________________
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> >>
> >>
> >
> >
> >--------
> >Nigredo Studios http://www.nigredostudios.com
> >
> >
> >
>
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