I tracked down the source of my issue. Someone once posted a bug fix
for jittery AI animations by changing
C_BaseEntity::PreDataUpdate( DataUpdateType_t updateType )
{
...
if ( !IsSelfAnimating() )
{
m_flAnimTime = engine->GetLastTimeStamp();
}
}
to
if ( IsSelfAnimating() )
Meanwhile, another fix courtesy of the official Wiki says to remove this
whole block of code (
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery
). Both of these fixes are wrong! m_flAnimTime needs to be set for the
weapons otherwise they'll act jittery when a new sequence is sent from
the server. The correct fix is as follows:
C_BaseEntity::PreDataUpdate( DataUpdateType_t updateType )
{
...
if ( !IsSelfAnimating() && !IsNPC() )
{
m_flAnimTime = engine->GetLastTimeStamp();
}
}
Check and see if you've wrongly implemented one of the other incorrect
fixes like I had.
Yahn Bernier wrote:
Well, I'm 100% sure we don't have this bug in our current codebase. So
probably when the SDK gets imaged from it the bug will be fixed for all.
Yahn
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Nick
Sent: Tuesday, September 25, 2007 7:13 PM
To: [email protected]
Subject: Re: [hlcoders] FW: SDK Needs to be fixed
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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