Yeah, if you're using cameras with any chance of overlapping changelevels in
your project, it's good practice to put a SET_VIEW resetting call in one of
the player initialization functions to avoid having the player's altered
camera viewpoint carried over from the previous level.

A good place to put it is in CBasePlayer::Spawn().  Just add, somewhere near
the top:

SET_VIEW(edict(), edict());

and you're done :)

----- Original Message -----
From: "Thomas"TTJ"Ritter" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Sunday, November 17, 2002 12:06 PM
Subject: Re: [hlcoders] engine bug found! 99% sure


> >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:
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>
>
>

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