Debriefing > Bug Reports & Fixes
[BUG] Sticky/jerky movement
VC:
You would need to go through the application process, and I don't think KM wants any more cooks in the kitchen. But if you can describe the repair process, which shouldn't be too troubling...
Not only is jumping not an excuse, but it isn't even supposed to be enabled universally, though this issue is certainly a good reason for no one to turn jumping off.
steven_m64:
yeah and without jumping how can you get a good close view of the hidden growroom on archives ;)
also impossible to get into the attic on archives via the crates with jumping disabled.
VC:
What I would like is a special Jump Zone be added to our mapper's arsenels. When jumping is off, it would still function if you are in the jump zone, which would wrap things like crates that are specifically intended to be mantled. That would allow a server to disable jump and still run non-classic maps to their proper potential.
steven_m64:
could also have ladders that mappers place and set disabled only for use when jumping is off.
as for hints to fixing the problem its a bit hard to talk someone through fixing a problem when you have no idea how much of the base code was edited.
but some things to check are:
- code where SetCollisionBounds is used within player classes
- the GetPlayerMaxs and GetPlayerMins functions for problems.
- any changes the mod has made to gamemovement.cpp
short of that running the game through the VS debugger and placing breakpoints and seeing where things are becoming out of sync.
VC:
Magic ladders make people float, and ladders are really buggy. They irritate me more than this location desync thing because I've never taken falling damage from the desync. I'd much rather just have a trigger and let people mantle things than have to touch a specific spot to levitate.
Thank you for your information, now to await SUPER KM's arrival. Assuming he wasn't eaten by yeti.
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