>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 > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

