The solution is simple: SET_VIEW(pPlayerEdict, pPlayerEdict);
will reset the players view. -av Caleb 'Ghoul' Delnay wrote:
This bug happens if your using a trigger_camera while a map changes. I had a similar problem while trying to make an intro to my mod. You have to time the trigger camera to 'run out' just before the level changes. Caleb 'Ghoul' Delnay Project Leader: Kill Or Be Killed http://www.llamanade.net/kobk ----- Original Message ----- From: "Thomas"TTJ"Ritter" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Sunday, November 17, 2002 11:09 AM Subject: [hlcoders] engine bug found! 99% sure This is a multi-part message in MIME format. -- [ Picked text/plain from multipart/alternative ] Hello! Last month I nearly gave up the development of my little project "the galileo project" because I got a bug which happens after mapchanges. It effected the renderer. After a mapchange suddenly all func_entities and all models were invisible. Of course, I checked my code at first. I took the original hl dlls and used a tweaked config but the bug still happened. It happens in all video modes (software,direct3d, opengl). A friend of mine played my test maps and got this bug, too. I am using a geforce1 he is using a geforce3 graphic card. http://www.planethalflife.com/ttj/before.jpg http://www.planethalflife.com/ttj/after.jpg How it happens? Everybody knows that these oldschool sidescroller games show always a "stage complete" picture at the end of a level. I developed a simple entity solution which required no coding. It works like this: Player activates a trigger_once-->activates a multimanager--> activates a camera which targets my "stage complete" texture--> after 5 seconds it will activate the trigger_changelevel. http://www.planethalflife.com/ttj/bug_maps.zip Please download my example maps (compiled and rmf) and see it for yourself. Unzip the maps to your valve\maps directory. Start the first map by using the console-->map test1. Run forward the whole time. After the levelchange the func_wall on your left will be invisible At the moment I have cut this feature from all my maps but I would like to use it. If somebody has an idea for a workaround please tell it me, thanks. bye Thomas"TTJ"Ritter ________ www.planethalflife.com/ttj www.planethalflife.com/ttj/galileo -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
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