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 > >> > >> > >> _______________________________________________ > >> 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

