Hi Jay/list,

I can confirm this fix does not solve the problem. I was wondering of the
CNetworkArray fix was in the SDK code and if so, if you could share it
with us? It's definately somewhere in the sending from server-side
poseparams to clientside poseparams that there's an error. I copy the
'steer' param over to the player where it's networked too, since the
player is holding the steering wheel, and that one is nice and constant -
proving that serverside the input is clean. I also monitored the poseparam
as soon as I could in the client and there it was already corrupted.

It's only visible with vehicles, but boy is it a graphical showstopper.
I'd love to get it fixed since

1. were probably going public soon and
2. I'd hate to see this bug celebrate it's first anniversary, I feel old
enough as it is ^^

If it should help, I can easily make a video of the problem.
Thanks for any help/info,

-- Maarten



> Sorry, that didn't fix it for me :(


----- Original Message -----
From: "Jay Stelly" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, January 30, 2007 4:11 PM
Subject: RE: [hlcoders] Vehicle pose parameters instability

I fixed a bug in Portal with CNetworkArray.  The symptoms sound similar
to this where a networked array would not get the correct values on the
client.  Because of the nature of the bug you could actually update
element zero and get the values networked properly.  You might try
forcing element zero to update:

// add something like this to your vehicle think
float flTmp = GetPoseParameter(0);
SetPoseParameter( 0, flTmp + 0.5f );
SetPoseParameter( 0, flTmp );


Does that fix the problem?

Jay


-----Original Message-----
From: [EMAIL PROTECTED]
[EMAIL PROTECTED] On Behalf Of Minh
Sent: Tuesday, January 30, 2007 3:50 PM
To: [email protected]
Subject: Re: [hlcoders] Vehicle pose parameters instability

 Yea, I have the same problem as well. The pose parameter
 keeps flickering to 0.0f. If you check the values of the pose
 parameter on the server and client, I believe you'll notice
 that it only flickers on the client, which leads me to
 believe that it's not getting sent to the client properly.
 It's odd how this only happens with vehicle entities, while
 other entities don't exhibit this pose parameter flickering.



----- Original Message -----
From: <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, January 30, 2007 1:52 PM
Subject: [hlcoders] Vehicle pose parameters instability


> This is a problem we've had over half a year, but I've only
discovered
> this mailing list now and I think my mails to Yahn are somewhere in
> his spam-archives :)
>
> Ever since we ported to the newer SDK version of august last year,
> we've had problems with our vehicle's pose parameters. It's been a
> while since I've debugged this but from what I remember the pose
> parameters received client side are incorrect. E.g. when we're
> steering the vehicle, the wheels turn, but when the steering angle
> stays constant the wheels snap back to forward position.
Physics still
> act normal, the steering is taking place, it's just the pose
> parameters that are incorrect. E.g. suspension is all over
the place
> too. I know of other mods that suffer from the same problem.
>
> I'm not sure if this is a known issue or not, but any help or
> clarification on the subject would be appreciated. It's not
blocking
> as our vehicles work fine, but visually it's a serious turnoff.
>
>
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