Both we and as I understand it DOD had a problem due to the assumption it would always be on with some weapons not recoiling at all (we do some punchangle adjustments client and an identical client/server calc based on current 'accuracy', I guess they did too).
For our weapons to work correctly at all, I just had to set this every frame to 1.
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).
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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