Re: [hlcoders] Building an HL2 mod that translates sounds to visual effects

2012-01-29 Thread Priyadarshi Sharma
You don't have to write the particle spawing code twice for client and server. The particle_parse.h/cpp is a shared file, so calling DispatchParticleEffect() once would be sufficient, as the same function runs on both the client and server. This function ultimately calls the DispatchEffect() from

Re: [hlcoders] Weapon prediction issue

2011-12-07 Thread Priyadarshi Sharma
Add your variables to the send/receive and prediction tables. In your case it seems like a variable is getting resetted by server ack, which should have been networked properly. For more information - https://developer.valvesoftware.com/wiki/Prediction That's all we had to do to make our weapons

Re: [hlcoders] ATTN Valve: You broke something...

2011-09-17 Thread Priyadarshi Sharma
I am having the same problem and running VS as administrator doesn't fix it. On Sat, Sep 17, 2011 at 2:58 PM, Tony omega Sergi omegal...@gmail.com wrote: And to be clear, that's right click -: Run As administrator. Mflux had the same problem, and this was what fixed it. Of course this is all

[hlcoders] weapon prediction issue

2011-07-12 Thread Priyadarshi Sharma
Hello, I am having the issue of a weapon being fired multiple times on client side when there is a lag between client and server (net_fakelag 100). This is similar to the issue mentioned here : http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg19271.html I've tried the suggested fix

Re: [hlcoders] weapon prediction issue

2011-07-12 Thread Priyadarshi Sharma
predicted_viewmodel? On 12/07/2011 9:05, Priyadarshi Sharma wrote: Hello, I am having the issue of a weapon being fired multiple times on client side when there is a lag between client and server (net_fakelag 100). This is similar to the issue mentioned here : http://www.mail-archive.com/hlcoders