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no client side collision prediction of bsp model


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Backup
Senior Member
Join Date: Jul 2010
Location: Česká Republika
Old 10-15-2014 , 13:00   no client side collision prediction of bsp model
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Ok guys I need your help on this.
Full story: You can precache bsp files as models and use them as if they were brush models in current map. For example you can have a bsp containing only a crate (maps/crate.bsp), you precache this and create a func_wall entity with model "maps/crate.bsp". It works like a charm except for one thing - collision.
The collision is well handeled on server side, but not on a client side (if you set some fakelag, you can sink into it).
And now the funniest part of it - if you discard collision hull1 (standing hull), it suddenly works. Of course not when you stand, but if you crouch, it is now correctly handeled and predicted on the client side.
There are some ways how to discard/remove/disable hull1, like editing the bsp or compiling with some fancy flag.
To test it out for yourself, get yourself a CrateNade plugin and set some big fakelag (like 100). You can easily find out that if you're standing crates are not predicted. But but as soon as you duck crates are suddenly predicted.

I'm completely clueless, how about you, do you have any ideas?
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RateX
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Join Date: Jun 2012
Location: 0o. SEA .o0
Old 10-15-2014 , 13:49   Re: no client side collision prediction of bsp model
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I don't even know we can precache and use bsp as a brush model. Will try and test it out.
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Backup
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Join Date: Jul 2010
Location: Česká Republika
Old 10-15-2014 , 13:56   Re: no client side collision prediction of bsp model
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Quote:
Originally Posted by RateX View Post
I don't even know we can precache and use bsp as a brush model.
Yes, we can, and it is awesome. But you shouldn't precache bsp that has any brush models. Otherwise these brush models would overwrite the originals. (But it can also be used as a feature, if you find a purpose for it)
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