--
[ Picked text/plain from multipart/alternative ]
1) I made a post on here a while ago about predicting triggers (basically
using the spatial partition to find triggers in the players AABB on the
client side, then calling the touch function if they are inside the players
AABB - what SolidMoved does on the server), I think that would be the first
step. If you can't find the post on predicting triggers or would like the
code, please let me know and I will send it to you off list. Once you have
predicted the triggers I would quickly rewrite entities like func_movelinear
to move independently on the client and server (network down their BSP
keyvalue parameters but exclude movement from the network data). Maybe
there's a better way to fix this in the interpolation system but I spent a
long while trying to no avail.

2) Here is how I fixed the RPG (fixed same way in any other entity with
looping sounds)

void CMissile::UpdateOnRemove()
{
    StopSound( "Missile.Ignite" );
    StopSound( "Missile.Accelerate" );

    BaseClass::UpdateOnRemove();
}

Regards,

Paul

On 2/10/07, Adam amckern Mckern <[EMAIL PROTECTED]> wrote:
>
> Email [EMAIL PROTECTED] - or see if you can find his
> email address @ http://hl2ctf.com he fixed the drown
> sound bug, and this might be related.
>
> Adam
>
>
> --- Jeremy <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ 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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> > > >> the list archives, please visit:
> > > >>
> > >
> >
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> > > >>
> > > >>
> > > >
> > > >
> > > >--------
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> > > >
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