Posted by Drominix on Fri Dec 3rd at 11:36pm 2004
Posted by Orpheus on Sat Dec 4th at 12:30pm 2004
thats because, so far the editor is smarter than the Idots who make/play killboxes.
hammer is not quite as easy to set up as it was before. its levels above these people.
as yak said, give it a week, or perhaps a month.
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Posted by Drominix on Sat Dec 4th at 8:10pm 2004

Posted by Drominix on Sat Dec 4th at 11:47pm 2004
Posted by Tracer Bullet on Sun Dec 5th at 1:22am 2004
Yes, but in HL2-SP there are lifts that work fine 
I'm betting you will have to use a func_tracktrain or something similar to get it working smoothly, but I can't be bothered at the moment to figure it out.
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Posted by Orpheus on Sun Dec 5th at 1:40am 2004

you sound offended, that was not really my intention. i realize that, that is normal, but truly not my goal.
the HL2 engine, and quite frankly the HL1 engine as well is capable of so much more, that anyone who would willingly limit themselves to a killbox map is an affront to me, and to almost everyone i know.
we do however all share a common belief, that the author should feel free to create whatever they wish, and as tracer tried hard to do, he was attempting to be gentile with you on such a horrid subject.
push yourself, just a tiny bit, and you will come to realize the full satisfaction of creating something to be proud of.
i can assure you this much, when you finally create a real map, you will wish that you could remove any killboxes with your name on them.
my advice, do not release anything till you work past this killbox thing.
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Posted by Drominix on Sun Dec 5th at 2:02am 2004
*sigh* I just remade the original map and tried to stay true to it. Because i personaly liked it. It wasnt like I wanted to win the map award for it or anything. But Thank you for your concern orph.
[addsig]Posted by Orpheus on Sun Dec 5th at 2:18am 2004
we stand at a crossroad, go one way, offend worse, go another and the other party is left ignorant.
i think i will stand at the crossroad and not proceed one more step.
good luck.
/me bows out.
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Posted by Cyantist on Mon Dec 6th at 5:10pm 2004
If so, certainly there's got to be a better way. To treat elevators as physics objects and cause stuttering is to be worse off (for this one function) than very old FPS MP games. There -has- to be a way to create a regular old elevator sans stuttering.
I'd love to hear about it if so..
Posted by ben_j_davis on Mon Dec 6th at 5:22pm 2004
Ah Killbox maps, brings back memories of sweaty seats and ridiculous frag counts.
I know to all you serious mappers that the killbox represents something you created when pissing about with Worldcraft for the first time. These maps don't need to be taken seriously. The truth is the first killbox was actually quite good, its pure simplicity. A player never gets lost and gets plenty of practice shooting a variety of weapons, its total madness, no tactics are needed. I still wander on to these types of maps occansionally just to vent some frustration.
Posted by StormSeed on Tue Dec 7th at 10:57am 2004
It seems for elevators it predicts that the thing should stay still, but doesn't.
For the hovercraft it predicts that it should move at constant velocity, so it only stutters when it accelarates or changes direction.
The buggy/jeep works fine though (except for the gun), so there will probably later be some fixes to HL2DM.
You might try doing an actual physics elevator, if you can figure out how to do the cables, pulleys and motors.
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Posted by alingrecea on Mon Dec 27th at 6:47am 2004

Posted by genesisrage on Mon Dec 27th at 7:18am 2004

not a problem, i made this awhile ago, but need to change some stuff around before they will post it on this site
http://eq2info.net/hl2stuff/elevator.htm
this should do everything you want, if there is any questions or need some additional help, feel free to email or IM me.
Posted by Nickelplate on Mon Dec 27th at 1:49pm 2004
The stuttering is caused by multiplayer world physics. In single player source engine is set to use higher FPS and more detail per second, such as movement, FPS on sprites and models and higher DPI on model skins. In Multiplayer, Everything is scaled down. Including all movement factors this is to help with the lag problem that is boundto accompany such a complex game in MP. What they didnt take into consideration was that when some things are scaled down as such, they miss vital frames so instead of going up in frames 1,2,3,4,5,6,7,8,9, in singleplayer, you go in 1,3,5,7,9 in the same amount of time so it's just like taking the FPS down in a video file.
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Posted by StormSeed on Fri Jan 7th at 10:10am 2005
It seems that what actually happens is that the player-prediction and the physics prediction are seperate from each other (understandably).
When the player pushes a physics object, this creates an impulse/force/something that causes it to move and the prediction handles it from there using the physics engine.
Physics for players however is much simpler and works differently. When a physics object hits a player the client waits for a message from the server to tell it what happened, without doing any prediction. The jumpiness is caused by the delay while its waiting.
I think it may be possible to fix this with a mod, rather than a patch. Unfortunately I haven't delved into the modding side yet, so I may be wrong.
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