We had problems like that in FA... I haven't really found a fix... the
engine is full of stuff like that, things randomly not firing, or
randomly firing too fast. I can't explain it...

-Mazor

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Tony "omega"
Sergi
Sent: Wednesday, August 06, 2003 10:16 AM
To: [EMAIL PROTECTED]
Subject: [hlcoders] weapon prediction bug

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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