Jim Hunter wrote: > The weird thing is that if I change pev->angles, for example in pm_shared.c, the >changes to pitch and roll are zeroed out (best I can tell by the engine) and are >never sent in the entity_state_s structure.
How can you do that? So far as I can tell there is nothing called "pev" accesable from within pm_shared.c. The correct variable to change is pmove->angles. By the way, pm_shared.c is a very special context. You have to be very carefull about accesing things except through the pmove structure. Sometimes (especially on the client) time will back up, and you have to recompute frames you computed before (it's all part of the prediction system). > Are not the view and the model position independent? I thought that was why there >were two sets of angles: v_angle[] and angles[] in the entvars struct. I have to confess that I don't completely understand the relationship between them. The physics code only deals with one set of angles anyway. > I'm glad you replied, because I had been wondering if your mod is multiplayer, since >what I am trying to do is a zero-G multiplayer mod (in open space, no attaching to >walls). I'd be interested in hearing more. Email me privately if you like. > Is Offworld multiplayer? If so, are your models correctly positioned when viewed by >another player? If it's only single player, how do you know what angle the model is >rendered at, since (unless you have chase mode on) the player model is never rendered >in singleplay? It is multiplayer, I wouldn't know how to begin to write monsters for it (because they would need to use reasonable tactics, and I don't know what reasonable tactics ARE). The player models orient correctly as seen by others, though there is still work to do on them. How are you testing your player model orientation? I know that thirdperson will NOT work as is; it is very orientation dependant, and has nasty side effects. In fact, it acts very much like the problem you describe (I think it may set pitch and roll to 0). Since we are not useing it, I haven't even thought about how to fix it. > I would have offered to help, but it sounded like you didn't need another coder. That would be an exageration. I have a very long todo list. The really big part that I haven't touched is player animations: getting the player models to move right in more ways than being in the right place and facing the right way. A big part of the problem is that I don't know how they SHOULD move. Ralph Hartley _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

