These bugs scare me, if neither Valve nor the more experienced coders
can fix them. What hope is there for the rest of us less experienced
coders?
On 9/25/07, Justin Krenz <[EMAIL PROTECTED]> wrote:
> It seems that fix only comes into play when getting an attachment from
> the local weapon. My problem is elsewhere as it happens during all
> animations. Is anyone else experiencing my problem? I suppose I should
> create a new base sdk mod and see if it happens there too to make sure
> it's not something I've broken, but I know it's not occurring in the
> HL2DM sdk.
>
> Yahn Bernier wrote:
> > This is a multi-part message in MIME format.
> > --
> > [ Picked text/plain from multipart/alternative ]
> > There is another bug fix which will go into the Orange Box version of
> > the SDK related to the view models "replaying" part of their previous
> > animation. (And there are a few other fixes which explain why
> > cl_showerror is overly spammy on m_nTickBase/m_vecOrigin errors for the
> > local player).
> >
> > It's due to the interaction of the sequence blending code with the
> > networking and prediction systems. To fix, we had to make the following
> > change (new code in red) in c_baseanimating.cpp:
> >
> > //----------------------------------------------------------------------
> > -------
> > // Purpose: if the active sequence changes, keep track of the previous
> > ones and decay them based on their decay rate
> > //----------------------------------------------------------------------
> > -------
> > void C_BaseAnimating::MaintainSequenceTransitions( CStudioHdr *hdr,
> > float flCycle, float flPoseParameter[], Vector pos[], Quaternion q[],
> > int boneMask )
> > {
> > VPROF( "C_BaseAnimating::MaintainSequenceTransitions" );
> >
> > if ( !hdr )
> > return;
> >
> > if ( prediction->InPrediction() )
> > {
> > m_nPrevNewSequenceParity = m_nNewSequenceParity;
> > return;
> > }
> >
> > Give that a try and see if it fixes your issue
> >
> > (You'll need to include "prediction.h" in the .cpp file, too)
> >
> > -----Original Message-----
> > From: [EMAIL PROTECTED]
> > [mailto:[EMAIL PROTECTED] On Behalf Of Justin Krenz
> > Sent: Tuesday, September 25, 2007 5:00 PM
> > To: [email protected]
> > Subject: Re: [hlcoders] FW: SDK Needs to be fixed
> >
> > Yeah, I'm ashamed for all of us that we didn't find this sooner. :P
> >
> > Tell me how this fix works for you. It fixes the issues I was having
> > with glitchy shoot animations and of course the shoot animations
> > occurring over twice as fast for rapid fire weapons. However, I'm still
> > getting a jittering in the animations when deploying the weapon and with
> > net_fakelag set to at least 100. This doesn't occur in the HL2DM SDK,
> > and doing a cl_pdump of the predicted view model and the weapon itself
> > shows that everything is exactly the same. The jittering occurs right
> > when the client receives the new m_nSequence at the bottom of
> > baseviewmodel_shared.cpp via the recvproxy.
> >
> > Are you experiencing this same problem?
> >
> >
> > Tony "omega" Sergi wrote:
> >> --
> >> [ Picked text/plain from multipart/alternative ] Wow, great catch man.
> >
> >> I didn't even notice that!
> >> -Tony
> >>
> >> On 9/25/07, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
> >>> Great News if this is the case. :P
> >>>
> >>>
> >> --
> >>
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> >>
> >>
> >
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>
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