Just be careful that fix can destroy anims in a single
player game as well.

Adam


--- Meow Mew <[EMAIL PROTECTED]> wrote:

> I didn't notice that actually.  Turns out that's not
> it, but thanks for the
> heads up regardless!
>
>
> >From: "Nate Nichols" <[EMAIL PROTECTED]>
> >Reply-To: [email protected]
> >To: [email protected]
> >Subject: Re: [hlcoders] Replay Disappearing Bug
> >Date: Wed, 7 Feb 2007 15:44:00 -0600
> >
> >Hi,
> >
> >I don't know if you noticed this before, but there
> is a possibly
> >related bug w/ demo recording (with a fix) here:
>
>http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery
> >
> >This may not fix your problem, but they may have a
> similar root cause.
> >
> >Good luck,
> >Nate
> >
> >On 07/02/07, Meow Mew <[EMAIL PROTECTED]>
> wrote:
> >>I was hoping somebody could point me in the right
> direction for resolving
> >>a
> >>bug I came across.  I do work with a valid
> liscence of all of the Valve
> >>engine, so please don't hesitate to point me in
> the right direction if you
> >>happen to be a Valve employee (if you use generic
> terms to avoid posting
> >>non-SDK code I would still appreciate it
> tremendously).
> >>
> >>During the recording of a replay (DEM file) in a
> single-player game, I
> >>found
> >>that characters playing an animation can stop
> rendering themselves after
> >>colliding with the player.  An easy re-creation of
> this is to make a high
> >>area to jump off of onto a characters head (try
> not to at the character
> >>during collision).  If an animation was setup
> through VCD or scripted
> >>sequence, the model will cease to render for that
> instance of the
> >>character.
> >>   The model will render again if that entire
> visibility set reloads
> >>(walking
> >>behind an occluder also seems to work).
> >>
> >>This only happens while recording a DEM file, and
> also only happens if the
> >>character is animated.  The collision does NOT
> need to be with the player
> >>(I've seen it happen when a character ran into a
> mailbox), but I do
> >>believe
> >>the player has to not be looking directly at the
> character when it
> >>vanishes.
> >>   Also, this is even EASIER to create if you set
> the solid type of the
> >>character to SOLID_VPHYSICS instead of SOLID_BBOX.
> >>
> >>I really need to be able to record a run of the
> world with no obvious
> >>flaws
> >>that would change the users experience.  We're
> using the demo playbacks to
> >>overlay eye-tracking information and change
> textures during the playback
> >>for
> >>pixel detection of entities.  The user would most
> likely change his/her
> >>natural eye responses if objects vanish, and this
> hurts the results of the
> >>research studies.  Please help if you can!
> >>
>
>>_________________________________________________________________
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> >>
> >>
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> >>
> >>
> >
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--------
Nigredo Studios http://www.nigredostudios.com




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