Hmm, that's odd; I may be mistaken as to the placement as I haven't worked with this in a while, but I'm fairly sure that was it. Does it work if you add a console command and reset the view manually?
----- Original Message ----- From: "Thomas"TTJ"Ritter" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Monday, November 18, 2002 11:51 AM Subject: Re: [hlcoders] engine bug found! 99% sure > > 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 > > > > > > > > > > > > > _______________________________________________ > > 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 > > > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

