Thanks for that Paul, it works better now! Adam
--- Paul Peloski <[EMAIL PROTECTED]> wrote: > -- > [ Picked text/plain from multipart/alternative ] > The wiki is wrong, I pointed out this bug a long > time ago. Whoever added it > to the wiki neglected to read Yahn's opinion which > was that removing the > offending lines entirely seemed to fix all animation > jitter. > > Regards, > > Paul > > On 2/7/07, Adam amckern Mckern <[EMAIL PROTECTED]> > wrote: > > > > 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! > > > >> > > > > > > >>_________________________________________________________________ > > > >>Laugh, share and connect with Windows Live > > > Messenger > > > > > >> > > > http://clk.atdmt.com/MSN/go/msnnkwme0020000001msn/direct/01/?href=http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-us&source=hmtagline > > > >> > > > >> > > > > >>_______________________________________________ > > > >>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 > > > > > > > > > > > > > _________________________________________________________________ > > > Laugh, share and connect with Windows Live > Messenger > > > > > > > > http://clk.atdmt.com/MSN/go/msnnkwme0020000001msn/direct/01/?href=http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-us&source=hmtagline > > > > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or > view > > > the list archives, please visit: > > > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > > > -------- > > Nigredo Studios http://www.nigredostudios.com > > > > > > > > > > > > > ____________________________________________________________________________________ > > Need Mail bonding? > > Go to the Yahoo! Mail Q&A for great tips from > Yahoo! Answers users. > > > http://answers.yahoo.com/dir/?link=list&sid=396546091 > > > > _______________________________________________ > > 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 > > -------- Nigredo Studios http://www.nigredostudios.com ____________________________________________________________________________________ Now that's room service! Choose from over 150,000 hotels in 45,000 destinations on Yahoo! 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