The deep recesses of my memory seem to think that you can only have 1 event
per entity per frame. Perhaps the reload event is stomping over the top of
another event?

- Alfred

Tony "omega" Sergi wrote:
> I don't even use those cl_lw checks at all, so its always just on.
>
> But, after all kinds of massive debugging I've determined now that its
> actually the events not firing on the client; that is, any event
> that's not reliable (all weapon fire; since I don't want them to go
> when out of pvs..) will randomly stop firing LOCALLY. I'm still
> messing with it to see if I can find a solution, like perhaps to
> force reliable on local calls, but not remote :/
>
> Further with that; my reload event which I set to reliable the other
> day; when my fire events stop triggering on the client, the reload
> still does. I haven't confirmed whether reliable actually has
> anything to do with it yet, since its hard for me to duplicate this
> bug when tis well, random.
>
>
> -omega
> Blackened Interactive - http://www.blackened-interactive.com
> Omega Wing - http://owing.blackened-interactive.com
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED] On Behalf Of Pat
> Magnan Sent: August 7, 2003 11:21 AM To:
> [EMAIL PROTECTED]
>
> Hmm, ok guess that shouldn't be too random then :).
>
> I did find it strange that changing this code:
> if ( cl_lw && cl_lw->value )
> {
>          HUD_WeaponsPostThink( from, to, cmd, time, random_seed ); }
>
> so there's no check for cl_lw (i.e. the conditional was changed to if
> ( 1 )), seemed to have no effect - that is, HUD_WeaponsPostThink was
> never called if someone types cl_lw 0, since I draw something on the
> screen from that function continuously -- well based on a value only
> ever set there, and it stops working as soon as someone types cl_lw 0
> in the console I can see that it was not being called.
>
> I guess that means the only way to disable a client's ability to turn
> prediction off is to set it to 1 right before the check?
>
> I guess I'd have to say other than this cl_lw stuff, I have no issues
> with the prediction not working or HUD_WeaponsPostThink not being
> called because we draw based on that value and I've never heard of it
> randomly not working...
>
> Oh for your problem omega, setting cl_lw to zero guarantees that
> HUD_WeaponsPostThink is NOT ever called... so it shouldn't fix it not
> being called.. at least that's what that code above says to me :p,
> maybe some other check for it, the only 'default' other check is
> this, and one in the gauss code I think...:
>
> int CHud::MsgFunc_SetFOV(const char *pszName,  int iSize, void *pbuf)
> { .. snip ...
>          if ( cl_lw && cl_lw->value )
>                  return 1;
>
> So, if you rely on FOV at all, then you'd need a zero in cl_lw for
> your weapons to work correctly perhaps? Comment that check out, and
> see if the predicted weapons work correctly now?. No idea on the
> randomness of it..
>
> At 10:40 AM 8/6/2003 -0700, you wrote:
>> <snip>
>>> You seem to have the opposite problem where the prediction is
>>> mucked. I noticed also that checking cl_lw, the value seems to
>>> intermittently change (tried to print to console based on it's
>>> value, and it seems to decide to reset itself at random).
>>>
>> There is only one place in the engine where cl_lw is reset
> to 0, here is
> the
>> code for it:
>>
>>         if (cl_funcs.pPostRunCmd )
>>         {
>>                 cl_funcs.pPostRunCmd( from, to, cmd, runfuncs, time,
>>         random_seed ); }
>>         else
>>         {
>>                 extern cvar_t cl_lw;
>>                 if ( cl_lw.value != 0 )
>>                 {
>>                         Cvar_SetValue( "cl_lw", 0.0 );
>>         } }
>>
>> obviously this should never be called as long as your client
> dll exports
> the
>> HUD_PostRunCmd function.
>>
>>
>>
>>> It seems like somewhere this value is getting munged, as well checks
>>> for it don't work correctly at all. I lean to the idea there is a
>>> bug in the engine and the value is getting stomped.
>>>
>>> Hmm, wait, HUD_WeaponsPostThink is called when cl_lw is true is
>>> that not correct?
>>>
>>> At 11:15 AM 8/6/2003 -0400, you wrote:
>>>> This is something that has been going on for a long time, and I had
>>>> thought I'd fixed it, but now it seems like its really an engine
>>>> bug. Here's the lowdown:
>>>>
>>>> For a long time, people have been complaining about "weapon
>>>> jamming" (as they call it) long before I started working on FLF;
>>>> So I began re-writing the weapon code completely. Locally it seems
>>>> to work perfectly now, but over the internet it randomly stops
>>>> predicting. And that's the keyword, I can't re-produce it, it just
>>>> at random times "jams" (or more specifically, HUD_WeaponsPostThink
>>>> is not called at ALL anymore.) cl_lw 0 seems to fix it, which if my
>>>> understanding is correct, tells the engine to not call
>>>> HUD_WeaponsPostThink and then the server will not skip the event
>>>> playback from FEV_NOTHOST. Correct?
>>>>
>>>> The problem is; now all weapon prediction features are lost, just
>>>> to make the weapons not "jam". This is a pain in the ass, and the
>>>> fact that I can't reproduce it to even debug and see if it is
>>>> something messed up in the weapons code, or if it's in the engine
>>>> for sure it leaves me in a pickle jar with no fork to pull myself
>>>> out.
>>>>
>>>> I was wondering mostly if anyone else has experienced this, and if
>>>> they can confirm or deny if it really is an engine problem, or
>>>> something that can be fixed in weapons code :/
>>>>
>>>> I'm getting ready to rip my hair out again (and to think. It just
>>>> grew back from last time I was fixing weapons!)
>>>>
>>>> -omega
>>>> Blackened Interactive - http://www.blackened-interactive.com
>>>> Omega Wing - http://owing.blackened-interactive.com
>>>>
>>>>
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>>>
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