That did not help much. Now the pose parameters appear to be stuck at a
single value and unchanged. I assume because there is no npc animation code
on the client. The only C_AI_BaseNPC is a few minor things.
Chris
----- Original Message -----
From: "Andrew Watkins" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Monday, December 03, 2007 6:19 AM
Subject: [hlcoders] Re: NPC Animation Latency...
I have run into this problem too - and don't have a proper solution.
I have discovered, however, that if you set net_fakelag to anything about
~25ms, the jittering disappears. This is probably in line with what you
would expect with a listenserver-only problem.
Until I find a proper solution, I have simply added
UseClientSideAnimation()
into the AI_BaseNPC constructor - this also stops jittering, but it does
affect all animations, causing them to be "less exaggerated"
From: "Christopher Harris" <[EMAIL PROTECTED]>
To: <[email protected]>
Date: Mon, 3 Dec 2007 02:09:04 -0500
Subject: [hlcoders] NPC Animation Latency...
Reply-To: [email protected]
I have developed npcs deriving off the PlayerCompanion class and I am
havin=
g some issues. The first thing I tried was disabling any possible
predictio=
n issues or anything related to that, but it did not solve anything. ie
CDi=
sablePrediction Filtering.
What is occuring is NPC animations are jittery and sometimes will enter
jes=
us pose breifly. As well sometimes odd animation issues occur where the
fee=
t are using wrong pose parameters to actual movement. Like the npc is
walki=
ng nw direction facing north and the feet look like they are strafing
towar=
d the east .
The issue also only occurs in Listen Servers. In dedicated servers the
anim=
ations all work fantastically.
Any help is appreciated.
--
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