If the change I sent below doesn't fix the problem, then the problem
isn't due to the bug I fixed for portal.  It must be something else.
I'll check to see if the fix got merged up to the current SDK, but it
sounds like it won't solve your problem.

Jay


> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of
> [EMAIL PROTECTED]
> Sent: Sunday, July 08, 2007 8:12 AM
> To: [email protected]
> Subject: Re: [hlcoders] Vehicle pose parameters instability
>
> 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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> >
>
>
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