> So do it in CBasePlayer::Restore.

Now, it works =)

Thanks for your help!

bye

Thomas"TTJ"Ritter


----- Original Message -----
From: "omega" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Wednesday, November 20, 2002 8:58 PM
Subject: RE: [hlcoders] engine bug found! 99% sure


> So do it in CBasePlayer::Restore.
>
> That gets called after map transitions/changelevels.
>
> -omega
> Blackened Interactive - http://blackened-interactive.com
> Front Line Force - http://www.flfmod.com
>
>
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Steven Guy
> Sent: November 19, 2002 10:07 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [hlcoders] engine bug found! 99% sure
>
> 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:
> > > 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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