I don't even use those cl_lw checks at all, so its always just on.

But, after all kinds of massive debugging I've determined now that its
actually the events not firing on the client; that is, any event that's not
reliable (all weapon fire; since I don't want them to go when out of pvs..)
will randomly stop firing LOCALLY. I'm still messing with it to see if I can
find a solution, like perhaps to force reliable on local calls, but not
remote :/

Further with that; my reload event which I set to reliable the other day;
when my fire events stop triggering on the client, the reload still does. I
haven't confirmed whether reliable actually has anything to do with it yet,
since its hard for me to duplicate this bug when tis well, random.


-omega
Blackened Interactive - http://www.blackened-interactive.com
Omega Wing - http://owing.blackened-interactive.com
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Pat Magnan
Sent: August 7, 2003 11:21 AM
To: [EMAIL PROTECTED]

Hmm, ok guess that shouldn't be too random then :).

I did find it strange that changing this code:
if ( cl_lw && cl_lw->value )
{
         HUD_WeaponsPostThink( from, to, cmd, time, random_seed );
}

so there's no check for cl_lw (i.e. the conditional was changed to if ( 1
)), seemed to have no effect - that is, HUD_WeaponsPostThink was never
called if someone types cl_lw 0, since I draw something on the screen from
that function continuously -- well based on a value only ever set there,
and it stops working as soon as someone types cl_lw 0 in the console I can
see that it was not being called.

I guess that means the only way to disable a client's ability to turn
prediction off is to set it to 1 right before the check?

I guess I'd have to say other than this cl_lw stuff, I have no issues with
the prediction not working or HUD_WeaponsPostThink not being called because
we draw based on that value and I've never heard of it randomly not
working...

Oh for your problem omega, setting cl_lw to zero guarantees that
HUD_WeaponsPostThink is NOT ever called... so it shouldn't fix it not being
called.. at least that's what that code above says to me :p, maybe some
other check for it, the only 'default' other check is this, and one in the
gauss code I think...:

int CHud::MsgFunc_SetFOV(const char *pszName,  int iSize, void *pbuf)
{
.. snip ...
         if ( cl_lw && cl_lw->value )
                 return 1;

So, if you rely on FOV at all, then you'd need a zero in cl_lw for your
weapons to work correctly perhaps? Comment that check out, and see if the
predicted weapons work correctly now?. No idea on the randomness of it..

At 10:40 AM 8/6/2003 -0700, you wrote:
><snip>
> > You seem to have the opposite problem where the prediction is mucked.
> > I noticed also that checking cl_lw, the value seems to intermittently
> > change (tried to print to console based on it's value, and it seems
> > to decide to reset itself at random).
> >
>There is only one place in the engine where cl_lw is reset to 0, here is
the
>code for it:
>
>         if (cl_funcs.pPostRunCmd )
>         {
>                 cl_funcs.pPostRunCmd( from, to, cmd, runfuncs, time,
>random_seed );
>         }
>         else
>         {
>                 extern cvar_t cl_lw;
>                 if ( cl_lw.value != 0 )
>                 {
>                         Cvar_SetValue( "cl_lw", 0.0 );
>                 }
>         }
>
>obviously this should never be called as long as your client dll exports
the
>HUD_PostRunCmd function.
>
>
>
> > It seems like somewhere this value is getting munged, as well checks
> > for it don't work correctly at all. I lean to the idea there is a bug
> > in the engine and the value is getting stomped.
> >
> > Hmm, wait, HUD_WeaponsPostThink is called when cl_lw is true is that
> > not correct?
> >
> > At 11:15 AM 8/6/2003 -0400, you wrote:
> >> This is something that has been going on for a long time, and I had
> >> thought I'd fixed it, but now it seems like its really an engine
> >> bug. Here's the lowdown:
> >>
> >> For a long time, people have been complaining about "weapon jamming"
> >> (as they call it) long before I started working on FLF; So I began
> >> re-writing the weapon code completely. Locally it seems to work
> >> perfectly now, but over the internet it randomly stops predicting.
> >> And that's the keyword, I can't re-produce it, it just at random
> >> times "jams" (or more specifically, HUD_WeaponsPostThink is not
> >> called at ALL anymore.) cl_lw 0 seems to fix it, which if my
> >> understanding is correct, tells the engine to not call
> >> HUD_WeaponsPostThink and then the server will not skip the event
> >> playback from FEV_NOTHOST. Correct?
> >>
> >> The problem is; now all weapon prediction features are lost, just to
> >> make the weapons not "jam". This is a pain in the ass, and the fact
> >> that I can't reproduce it to even debug and see if it is something
> >> messed up in the weapons code, or if it's in the engine for sure it
> >> leaves me in a pickle jar with no fork to pull myself out.
> >>
> >> I was wondering mostly if anyone else has experienced this, and if
> >> they can confirm or deny if it really is an engine problem, or
> >> something that can be fixed in weapons code :/
> >>
> >> I'm getting ready to rip my hair out again (and to think. It just
> >> grew back from last time I was fixing weapons!)
> >>
> >> -omega
> >> Blackened Interactive - http://www.blackened-interactive.com
> >> Omega Wing - http://owing.blackened-interactive.com
> >>
> >>
> >> _______________________________________________
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> >
> >
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