>This bug happens if your using a trigger_camera while a map changes.
>You have to time the trigger camera to 'run out' just before the level
changes.

Sure, but I want that the player is seeing the "stage completed" screen
while loading.

When I adjust the multimanager/camera for example:
trigger_changelevel 5 sec
hold time camera 4.9 sec

It will work but the player will see the "map" while loading and not the
"stage completed" screen.

> SET_VIEW(pPlayerEdict, pPlayerEdict);

When should I do this? After the player is in the new map?

Thomas"TTJ"Ritter

----- Original Message -----
From: "Avatar-X" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 17, 2002 8:41 PM
Subject: Re: [hlcoders] engine bug found! 99% sure


> 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
> >
> >
> >
> >
> >
>
> --
> ---------
> [DRP]Avatar-X
> SillyZone Homepage: www.thesillyzone.com
> SillyZone Forums: forum.thesillyzone.com
> My Homepage: www.cyberwyre.com
>
>
> _______________________________________________
> To unsubscribe, edit your list preferences, or view the list archives,
please visit:
> http://list.valvesoftware.com/mailman/listinfo/hlcoders
>
>


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