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

Reply via email to