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Support (Read Only) => Help => Topic started by: morfin on January 06, 2011, 03:15:00 AM

Title: Bug on ttt_crummycradle
Post by: morfin on January 06, 2011, 03:15:00 AM
I found a strange bug on the map ttt_crummycradle_a3. Sometimes players fall from the upper level bridges for no apparent reason. In this case, usually it happens not with one player but with the 3-5.
P.S I will try to repeat it on your server. It may be possible to find out why this happens.
Title: Re: Bug on ttt_crummycradle
Post by: Foofoojack on January 06, 2011, 07:35:08 AM
Sure it wasn't a discombob, pushed off, jumped off, or something like that? I don't see it possible as to just randomly fall off.
Title: Re: Bug on ttt_crummycradle
Post by: morfin on January 06, 2011, 08:05:57 AM
Yes i am sure it was not discobob\crowbar push because game said i just fell. And i think it happens if someone is glitching bridge and it shake all consruction(like someone posses bridge)
Title: Re: Bug on ttt_crummycradle
Post by: » Magic « on January 06, 2011, 08:20:15 AM
more info?
Title: Re: Bug on ttt_crummycradle
Post by: Seb on January 06, 2011, 08:35:20 AM
more info?

This.

I have never really seen this happen before, a video would be helpful.
Title: Re: Bug on ttt_crummycradle
Post by: Deacon on January 06, 2011, 02:33:58 PM
I have no proof of this, but it happened to me too. From spawn, I walked toward the little office thing, then right at the corner from the spawn platform, I heard wood break, then fell. After death, I went up to check the rail where i fell and it was intact. I couldn't fall back through it either
Title: Re: Bug on ttt_crummycradle
Post by: Buddha on January 06, 2011, 02:40:41 PM
this happened to me too a few months ago
i was walking to the bread room then i glitched through the side and yah
Title: Re: Bug on ttt_crummycradle
Post by: PhysicX M.D. on January 06, 2011, 06:30:07 PM
Nid PIC or Video.
Title: Re: Bug on ttt_crummycradle
Post by: Shawn on January 06, 2011, 06:37:01 PM
Maybe a discombob? Because i know discombob's and nades glitch to the bottom (Ground level) but still hurt/move people on top...
Title: Re: Bug on ttt_crummycradle
Post by: Foofoojack on January 06, 2011, 09:55:31 PM
Maybe a discombob? Because i know discombob's and nades glitch to the bottom (Ground level) but still hurt/move people on top...
Sure it wasn't a discombob, pushed off, jumped off, or something like that? I don't see it possible as to just randomly fall off.
Title: Re: Bug on ttt_crummycradle
Post by: Foogals on January 06, 2011, 10:06:41 PM
Hmmm, Speaking of which I believe there's another glitch with the Pre-Round Spawning. I'll see if I can get better proof for it. It involved suiciding before your body hit the floor causing you to re-spawn on your falling corpse. Happened to me only once but I'll see if I can repeat it.
Title: Re: Bug on ttt_crummycradle
Post by: Deathie on January 07, 2011, 03:23:27 AM
Hmmm, Speaking of which I believe there's another glitch with the Pre-Round Spawning. I'll see if I can get better proof for it. It involved suiciding before your body hit the floor causing you to re-spawn on your falling corpse. Happened to me only once but I'll see if I can repeat it.

It's a rare glitch.

If you DIE (Not suicide) By impact, just as the round starts, the 1/2 second or so of lag will cause the server to think you're still MOVING, so you'll glitch through any walls or floors.

It's only happened to me three times (Twice on accident, once when attempting to recreate).

On TTT_thething or w/e, I tried falling, and timed my impact just as the round started.
I ended up glitched under the map, able to shoot others, but weren't able to get me.

Spoiler (click to show/hide)
Title: Re: Bug on ttt_crummycradle
Post by: morfin on January 07, 2011, 05:39:31 AM
Quote from: http://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
If more than one snapshot in a row is dropped, interpolation can't work perfectly because it runs out of snapshots in the history buffer. In that case the renderer uses extrapolation (cl_extrapolate 1) and tries a simple linear extrapolation of entities based on their known history so far.
So it's Source engine default behavior.