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[Solved] SourceSDK 2013, I ran into movement problems

PostPosted: Wed Jul 03, 2013 10:28 am
by aereton
Hi lopers! :smt039

So, I've decided to play around with the new SourceSDK 2013 and ran into some very annoying problems.
First things first, I've compiled the Episodic Solution without errors, everything seems just fine as expected.
But when I launch the new mod (without touching any code!) and start a map, the whole player movement is totally **** up. :|

I've uploaded a short video clip:
(recorded in thirdperson to show the effect better)


It feels like the gravity is set to something like 400 but it's still 600 and the movement speed is slowed down.
Also, if i release the movement button/-s the player is sliding a bit further than normal.

Let me know if you need more info's.

I really don't know what's causing this, any help is highly appreciated..
And forgive me that bad english! :smt045

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Wed Jul 03, 2013 11:22 am
by stoopdapoop
that's screwed up, I've never seen that.

Maybe there's something not right about the DLL's that ship with the sdk, and it's necessary to build them to get the correct behavior?

here, I'll give you mine to save you some time.

http://tri4.net/brown/client.dll

http://tri4.net/brown/server.dll

See if those fix your problems, these are from a clean release build where I didn't touch any of the code.

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Wed Jul 03, 2013 11:46 am
by aereton
Thanks for your reply!
Those dlls didn't help, the same problem appeared. Again.
As I wrote, I've builded them myself from a clean release, too.

Maybe it's the config file? I'll try to copy and paste from ep2. Maybe it should fix that.
Anyone know some concommands in this direction?

EDIT:
Doesn't help.. But I've got some new hints.
When I'm execing the config file or "config_default" in the console, it gives me some errors in the console.
Can't change cl_mouselook when playing, disconnect from the server or switch team to spectators
Legacy Surround disabled.
Unknown command: cl_thirdperson
Unknown command: sv_backspeed

Maybe that's the cause?
Also, when I'm execing the config, a half of a second the movement and everything is fine, but then the problem appears again.

I'm out of any ideas now.. :|

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Thu Jul 04, 2013 1:33 pm
by aereton
~bumping this right now

I've tried to research if anyone has or had the same issues but with no success..
Also I've tried to post a topic on the sdk help forums, but I'm still awaiting activation since 6-7 days.

Valve, you're driving me crazy!

Maybe someone else has an idea?

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Thu Jul 04, 2013 1:50 pm
by stoopdapoop
just shooting blind here.

Is your host_timescale set to something lower than one?

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Thu Jul 04, 2013 1:59 pm
by aereton
It's exactly set to 1.0
Just tested with a whole new builded solution and redownloaded the source sdk 2013 singleplayer base. Same sh**.
But this problem doesn't appear when I'm driving a vehicle O.o

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Thu Jul 04, 2013 8:28 pm
by ScarT
Try the config_default.cfg from one of the GCF files.

Doesy our mod contain a surfaceprops.txt file?

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Thu Jul 04, 2013 9:23 pm
by aereton
Thanks for this, but it didn't help.
I've tried the config_default.cfg from the VPK files and one from my 2007 mod (which I originally wanted to develop now in the 2013 sdk...)
Also tried to copy the surfaceproperties.txt file from other (working) games/mods AND tried it after I deleted them in the 2013 mod.

Don't know why it only affects me, I've builded several other mods with the older sdk's and something like that never happend.

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Wed Jul 31, 2013 12:47 pm
by Kretus
I have the same problem! Still have to find a solution tough :(

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Wed Jul 31, 2013 6:01 pm
by aereton
It's interesting that I'm not the only one!
Any hints you got about that?

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Thu Aug 08, 2013 10:29 pm
by aereton
Finally, I found a solution!
Thanks to this thread: Steampowered Forums

So just smash "sv_alternateticks 0" into console.
On the forums, an user called 'Whe3ze' wrote: "[...]I looked it up and read somewhere that when it is set to '1' then it simulates cutting your tickrate in half."

Thanks all!

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Thu Aug 08, 2013 10:36 pm
by stoopdapoop
wow, grats man. That one was a real headscratcher.

How the hell did he manage to find that?

Re: SourceSDK 2013, I ran into movement problems

PostPosted: Thu Aug 08, 2013 11:20 pm
by aereton
Best thing is, I've found that thread while I was gooooooglin' another problem...

How the hell did he manage to find that?

Dunno, but he's my hero :-D

This tricky "bug" really demotivated me to work on my little mod, but know I'm motivated highly as... you know what I mean ;-)

Thanks again, lopers