<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

Reply via email to