yeah it's messed up in the stock sdk.

I started working on what i call "Clean SDK" which i was going to
release a while ago, but it's not done, due to other projects taking all
my time instead. heh, i fixed all the weapon code in it. (which i
actually enhanced further in another project based on it..) If you want
it as it is, email me directly (that goes for anyone else too) and i'll
send it your way.

some of the highlights are things like, the hornetgun actually fires
properly and doesn't go zzzzzzzt when you run out of ammo, and the rpg
doesn't go zzzzzzzzt if you hold down attack when you fire. amongst
other things. one thing i'll put in before i zip it up is fixed crowbar
code (with proper client side prediction so it doesn't go zzzzttt on
dying monsters).


-omega -- Blackened Interactive - http://www.blackened-interactive.com FLF:Defiance - http://www.frontline2.com Wavelength - http://www.thewavelength.net



Tan Theodore wrote:

I found a small bug with HL SDK 2.3. I don't know if anyone has solved
this
but if you did, please mail back.

This bug seems to affect slow firing weapons more than weapons with
higher
ROF. Let's take the python as an example.

With SDK 2.3, the python shoots two bullets at one go after every
maybe 4, 5
or 6 shots. It seems that the server side python shots shoots slower than
the client side python.

Try it. Start a HL game and shoot the python. Hold down the attack
button as
long as you can and reload when needed.


_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Reply via email to