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

I tried it but it didn't help. Anyway I am glad I found the reason for this
evil bug so I am able to avoid it, now :)

Thanks for the suggestions!

Thomas"TTJ"Ritter

----- Original Message -----
From: "Ryan "Professional Victim" Desgroseilliers" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, November 18, 2002 12:16 AM
Subject: Re: [hlcoders] engine bug found! 99% sure


> 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:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
> >
>
> _______________________________________________
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>


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