The player is only spawned once in an SP game. That would work if this was
an MP game but it isn't you would need to do that in some map load function
and would work the best for this style of mod (where the player should NEVER
be in first person but the bug forces it so at some point)

-Ms



From: "Ryan \"Professional Victim\" Desgroseilliers" <[EMAIL PROTECTED]>
Reply-To: [EMAIL PROTECTED]
To: <[EMAIL PROTECTED]>
Subject: Re: [hlcoders] engine bug found! 99% sure
Date: Mon, 18 Nov 2002 17:55:38 -0800

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:
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>
>
>

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