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trigger_push scales inversely with frametime in CS new update

Open khanghugo opened this issue 1 year ago • 6 comments

Similar to #3651

trigger_push push vector scales inversely with frametime gpGlobals->frametime.

This only happens in CS but not in HL or CZ (czeror).

The result is lots of maps using trigger_push will be scaled up averagely 100 times (100 fps). Some might be unplayable.

khanghugo avatar May 13 '24 01:05 khanghugo

Additionally, a weird bug that seems to teleport the player seems to happen when jumping on a trigger_push with 2 frames on the ground.

https://github.com/ValveSoftware/halflife/assets/56519529/09e5dc9f-a97b-437b-b3a2-cd79747bcc19

phayzeeVW avatar May 27 '24 14:05 phayzeeVW

please fix :( so many maps are broken due to this

GameChaos avatar Nov 09 '24 16:11 GameChaos

@shawns-valve there is a CS community based around game movement and this affects it. Hopefully this will be a quick fix.

khanghugo avatar Nov 09 '24 17:11 khanghugo

There are many Team Fortress Classic maps using trigger_push entities that are also impacted by what looks like the same symptom (the push is too strong). This is tied to the 25th Anniversary Update. Some servers are using older versions to avoid this issue.

For example, siege is completely broken since the offense can't enter the "shoop" (the small hallway section by the lower spawn that is under/past the main ramp room).

LightTreason avatar May 18 '25 18:05 LightTreason

+1 that this breaks many maps, and many server operators are avoiding the 25th Anniversary version as a result.

This costs players the option of using the new shaders, as IIRC they require the server to be running the 25th edition and set the corresponding server cvar allowing their use.

#3651

ChaosSpoofer avatar Sep 10 '25 04:09 ChaosSpoofer