Support (Read Only) > Help

Bug on ttt_crummycradle

<< < (3/3)

Foogals:
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.

Deathie:

--- Quote from: 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.

--- End quote ---

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)And yes, I did suicide.

morfin:

--- 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.

--- End quote ---
So it's Source engine default behavior.

Navigation

[0] Message Index

[*] Previous page

Go to full version