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[ Picked text/plain from multipart/alternative ]
Fixing the bug isn't the issue... its tracking down the exact cause.

On 9/26/07, Nick <[EMAIL PROTECTED]> wrote:
>
> 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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> > > please visit:
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> > >>
> > >>
> > >
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> > >
> > > --
> > >
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> please visit:
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> > >
> > >
> >
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> >
> >
>
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>


--
Matt Stafford (Wraiyth)
http://www.wraiyth.com
NightFall HL2 Mod - http://www.nightfallmod.com
--

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