Any news on this issue? I'm getting this too and it is in fact related
to motion blur. As soon as motion blur is disabled the problem goes
away... I don't think the prediction errors with m_vecNetworkOrigin have
anything to do with this. Also tested this in TF2 but it doesn't seem to
happen
--
[ Picked text/plain from multipart/alternative ]
When I turn motion blur off it still jitters and m_vecNetworkOrigin still
shows all red in cl_pdump
On Feb 10, 2008 3:08 PM, Akz [EMAIL PROTECTED] wrote:
Any news on this issue? I'm getting this too and it is in fact related
to motion blur.
I think the stuttering only happens in listen servers when you're the
host and is just the motion blur stuttering. I'm pretty sure it
happens in TF2 too.
garry
On Tue, Feb 5, 2008 at 7:18 PM, Joel R. [EMAIL PROTECTED] wrote:
--
[ Picked text/plain from multipart/alternative ]
I still haven't
--
[ Picked text/plain from multipart/alternative ]
We have this same problem, although we're using EP1 code from the scratch
SDK. Moving over a phys object like a crate, water bottle, garbage can,
palette, etc, causes jittery, sticky movement. It's very annoying to our
players when they run
--
[ Picked text/plain from multipart/alternative ]
Yup, we get the same problem in SourceForts, however contrary to what Garry
said it happens in dedicated servers as well.
On Feb 5, 2008 8:18 PM, dave daveslastname [EMAIL PROTECTED]
wrote:
--
[ Picked text/plain from multipart/alternative ]
--
[ Picked text/plain from multipart/alternative ]
The problem he's reporting can't possibly have anything to do with motion
blur. Motion blur is a post processing effect done purely after everything
has been rendered. He said he's printing cl_pdump 1 (1 being his player's
entity) and it's
--
[ Picked text/plain from multipart/alternative ]
It's also definitely not motion blur as the SourceForts build that has the
bug is in an older SDK. The problem most commonly occurs in SourceForts when
people push a physics object up against another one, unfortunately even
after extensive
Sent: Tuesday, February 05, 2008 12:51 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] OB Scratch Mod (Movement Stutter)
--
[ Picked text/plain from multipart/alternative ] It's also
definitely not motion blur as the SourceForts build that has
the bug is in an older SDK
:[EMAIL PROTECTED] On Behalf Of
Ross Bearman
Sent: Tuesday, February 05, 2008 12:51 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] OB Scratch Mod (Movement Stutter)
--
[ Picked text/plain from multipart/alternative ] It's also
definitely not motion blur
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] OB Scratch Mod (Movement Stutter)
--
[ Picked text/plain from multipart/alternative ]
Jay, do you want to post the code, or could you get in contact with us
at
[EMAIL PROTECTED] Would be a great help, a soon as we can merge
it in
an test it I'll
Of
Ross Bearman
Sent: Tuesday, February 05, 2008 12:51 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] OB Scratch Mod (Movement Stutter)
--
[ Picked text/plain from multipart/alternative ] It's also
definitely not motion blur as the SourceForts build that has
Our proposed fix was Make player jump 0 units (stop looking at me funny)
every few seconds or every time a movement key is pressed to minimise the
noticeable effect of jitter bug.
That is the most horrible thing I have ever read on this mailing list.
That is epic.
--
[ Picked text/plain from multipart/alternative ]
Developing SourceForts we found a bug in the most recent (non-beta) SDK that
caused very stuttery movement when pushing into physics objects. This
probably isn't related, but I thought I'd add it in case somebody could
think of a link. The only
13 matches
Mail list logo