Special Area Lag & Structure-eating Spaz

neonfaktoryneonfaktory Join Date: 2002-07-13 Member: 939Members
<div class="IPBDescription">Any changes in ^^^ issues?</div> I was wondering 2 things:

1: Movement in special areas that are unoccupied is laggy. By special areas I mean weldable areas, res nozzles, etc. When move around these areas your movement is delayed or laggy. I think it happens on top of IPs as well.

2: When you are an alien and pressed up against a stucture, most likely attacking it, your view spazzes out. Its like your <i>position</i> flickers between two spots or something. I normally run up to a structure, the spazzing starts to happen, so while I bite I slowly walk backwards until the spazzing stops.

- Actually on a side note to the structure biting thing, would there be any way to stop you from seeing inside objects while biting them? I'm sure that in world view my model is probably clipping into the object as well (Turret Facs). Perhaps just some bounding/hitbox tweaks?

I was just wondering if people had mentioned these things (hopefully not only happening to me) and if they were going to be addressed in 1.1. Thanks for any info <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    nice to know im not the only one.

    All this happens because of advanced collisions with objects and the rest if you collide or not.
  • TheHornetTheHornet Join Date: 2002-10-31 Member: 1776Members, Constellation
    i dont get that laggy stuff your talking about, but i have an awsome system too. but i do sometime get that vision collision stuff, like why in side a res node.
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    the vision spazz also happens when a marine is crouching on an alien res node ! trying to hide, eh?
  • RionRion Join Date: 2002-11-08 Member: 7752Members
    the vision spaz happens whenever I bite to closely to a res node... it's very annoying since you have to spend so long eating away at the thing =/
  • CalldownCalldown Join Date: 2003-02-12 Member: 13478Members, Constellation
    I haven't made a mod before, but couldn't the vision "spaz" be because the hitboxes are colliding and are being forced apart
    only to have your crouching or pushing bring them closer again? I dunno about a fix, but logically one could just make it so
    there's a 'proximity' around objects that no player can move into - say like 1/257195 of a game unit?

    -calldown @ 1am
  • TyphonTyphon Join Date: 2002-11-01 Member: 1899Members
    The 'jiggling' is caused by the fact that the res nodes (and all structures infact) are not part of the level itself, and therefore YOUR computer lets you move inside it, but then the server says "HEY you cant be in there" and pushes you out.

    Most other mods do not allow dynamic obstacles to be placed, and so they dont have this problem.
  • MadjaiMadjai Join Date: 2002-11-01 Member: 2986Members
    ok what about the see-through forcefield/wall on tanith and hera? when you run into them it looks like your pushing through them but it pushes you back. isnt that supposed to be part of the map?
  • Candy_ManCandy_Man Join Date: 2002-11-19 Member: 9331Members
    Have in mind the server controls ALL the entities in a map including that transparent wall in Tainth. I've done map modding before for CS and TFC maps and you can turn doors into teleports and elevators in trains ect...
  • neonfaktoryneonfaktory Join Date: 2002-07-13 Member: 939Members
    Thanks for the responses <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->. I pretty much had figured WHY this stuff was happening (perhaps I worded it poorly) but I was just wondering if any word has been said about it for 1.1? Oh, and about the flickering thing (in response to Typhon), that explanation is what I had thought at first as well, but it also happens when you are <i>standing still</i> next to a structure. I would assume that if it was the server altering your position, if you <i>weren't</i> pressing forward, the server would correct you once, and you would remain in the "safe zone" outside of the object and stop flickering. But it continues to flicker even if you aren't "pushing in-to it", which makes me think it's somethign different - I'm just not sure what. ANYWAY, has there been any Official word on this stuff?
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