Author Topic: trigger_push - different function: windows <-> linux  (Read 3738 times)

T3RR0R15T

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trigger_push - different function: windows <-> linux
« on: October 03, 2010, 10:59:58 AM »
It looks like the trigger_push has on windows another funktion as on linux.

Found in the map spaint (Download) with no ent file.

Windows (homeserver or with "map spaint"): You jump into the direction, the arrow shows.
Linux (almost each server from the serverlist): You jump into the opposite direction, the arrow shows.


Chucki

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Re: trigger_push - different function: windows <-> linux
« Reply #1 on: October 03, 2010, 12:10:04 PM »
When I play this map I jump into the opposite direction, too. But I use Windows.

T3RR0R15T

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Re: trigger_push - different function: windows <-> linux
« Reply #2 on: October 03, 2010, 12:36:40 PM »
Which version? XP, Vista, 7? 32 or 64 bit?

Which paintball build?

Are you sure, you have no ent file?

Is it the same map version? Maybe there are some with the same name on different servers.


Edit: I have Vista (64 bit) and paintball build 30.

ic3y

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Re: trigger_push - different function: windows <-> linux
« Reply #3 on: October 03, 2010, 12:50:25 PM »
When I play this map I jump into the opposite direction, too. But I use Windows.

I bet he played it online

Chucki

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Re: trigger_push - different function: windows <-> linux
« Reply #4 on: October 03, 2010, 01:14:24 PM »
I bet he played it online

My fault. Was a long time ago I played this map, sorry. :D

ic3y

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Re: trigger_push - different function: windows <-> linux
« Reply #5 on: October 04, 2010, 10:17:15 AM »
My fault. Was a long time ago I played this map, sorry. :D

Nvm, happens.

jitspoe

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Re: trigger_push - different function: windows <-> linux
« Reply #6 on: November 09, 2010, 07:14:33 PM »
It's a bug in the map.  The speed is set too high (can't go much over 300).  Because velocities are compressed over the network into 2 bytes per axis, the speed ends up exceeding what can be stored there and wrapping back around into negative numbers (or smaller positive numbers - I guess it depends on the compiler settings).  You could fix it with an ent file, but the whole map looks pretty buggy, so it's probably not worth it.  Wouldn't take long to rebuild the map correctly from scratch.

I could put in a limit for player velocities to ensure the wrap around doesn't happen, but this may have undesired side effects.  The jump pads on that map would probably also behave differently than they do now.