Whoops, thanks you, my grammar and spelling are usually impeccable! ;-)
At 2006/03/22 10:25 PM, Jorge Rodriguez wrote:
Phyiscal Mayhem Bug wrote:
Ok ok it's not that nasty of a hack - I've seen worse. Really you should be
able to set the fake client's variables before it joins though, just
Here's a new one - slightly different, note the 260d0590...
vphysics.dll!260a2426()
vphysics.dll!260d3eae()
vphysics.dll!260d0590()
vphysics.dll!2608af8e()
vphysics.dll!2608b01b()
vphysics.dll!260a2697()
vphysics.dll!260c6716()
If it's possible, it's a well-hidden feature.
IVEngineServer::CreateFakeClient is the call to get an edict. Without an
edict, you have nothing to apply a FL_FAKECLIENT flag to. And
IVEngineServer::CreateFakeClient actually places the entity into the game,
causing all the callbacks like
Does this help with the awful jerky lag that happens when you walk into or onto
a table?
At 2006/03/23 11:14 AM, Jorge Rodriguez wrote:
Client-side touch prediction is disabled in the standard SDK. I had some
need for it, so I stuck it in. Since it's non-trivial, and something
that shouldn't
Background: there's a bug or missing feature that doesn't allow a mod to tell
how many player slots are really in use by clients. The mod can only tell how
many slots have clients that have spawned into the server. So I think I have a
hack in place involving counting connections and
()
dedicated.dll!10022c00()
dedicated.dll!1000c7f7()
ntdll.dll!7c9106eb()
At 2006/03/24 10:11 PM, Physical Mayhem Bug wrote:
Here's a new one - slightly different, note the 260d0590...
vphysics.dll!260a2426()
vphysics.dll!260d3eae
The call stack seems correct, or at least mostly correct. The code up the
stack is always in 'call' asm code, which is a positive sign for the stack
traces. Also, no matter what the stack looks like, it always ends up in the
same code path, which is something like:
mov edx,dword ptr
.
But like I said, this is probably caused by me missing some major
detail somewhere.
On 3/26/06, Physical Mayhem Bug [EMAIL PROTECTED] wrote:
I am interested in any vphysics bug reports. Maybe if we get enough info
someone at Valve will have an epiphany and realize what the bug is.
Did it lead
Ok well then there's two bugs here:
First, the chat being broken if the user's name doesn't appear in the chat
text. Let me poor a little marinara sauce over this code. Ah that's better.
And second, the bug that the case-insensitive name change doesn't propogate
properly.
I reviewed all of
/SDK_Known_Issues_List#BotPutInServer_linker_failures
in the SDK, but they didn't respond specifically to the KI.)
I'll post a fix for sdk_hud_chat.cpp shortly.
At 2006/03/27 10:08 PM, Jorge Rodriguez wrote:
Physical Mayhem Bug wrote:
Ok well then there's two bugs here:
First, the chat being broken if the user's
()
dedicated.dll!10022c00()
dedicated.dll!1000c7f7()
ntdll.dll!7c9106eb()
At 2006/03/27 12:38 AM, Physical Mayhem Bug wrote:
Was it a crash in the vphysics dll? If you caused it, it might mean you at
least have a repro scenario other than mine. Mine being leave a server
Patch (untested) posted to
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Case_changes_in_player_names_cause_chat_truncation
for the bare bones sdk.
At 2006/03/28 01:42 PM, Physical Mayhem Bug wrote:
Well, so far Valve has never responded to any of the SDK bug reports, so you
-connect
quickly, but that's not the same thing.
Oh well, I hacked around it with a std::set of connected edict pointers. I'd
post a patch, but all the code went in my custom mod class, and it's trivial
anyway.
At 2006/03/26 01:38 PM, Physical Mayhem Bug wrote:
Background: there's a bug
Ok well go to this spot on dm_runoff and it repros with pure world geometry.
Note the 'client stuck' upper-right hand message.
http://aoa.gamemod.net/img.html?dm_runoff0003-client-stuck.jpg
Setting 'phys_timescale 0' on the server has seemingly no effect on player
movement.
Setting
SetTouch
At 2006/04/18 12:24 PM, Michael Kramer wrote:
--
[ Picked text/plain from multipart/alternative ]
In the SDK, howdo I define a OnTouch function?
Or actually, it would be better if I could define a On_Use Function.
I can't seem to figure it out. The only one I could see being used was
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