I don't see why, but although changing it to if((isNPC() &&
IsSelfAnimating()) || !IsSelfAnimating()) doesn't work, simply
if(IsSelfAnimating()) does it just for me fine! Not looked into player
effects yet, though.
Andrew
Message: 5
From: "Christopher Harris" <[EMAIL PROTECTED]>
To: <[email protected]>
Subject: Re: [hlcoders] Re: NPC Animation Latency...
Date: Tue, 4 Dec 2007 23:15:20 -0500
Reply-To: [email protected]
Didn't seem to do much.
I tried net_fakelag 25 and it did look perfect. But I don't think having a
mod running listen servers with fake lag is a smart move.
Chris
----- Original Message -----
From: "Maurino Berry" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Tuesday, December 04, 2007 9:16 PM
Subject: Re: [hlcoders] Re: NPC Animation Latency...
Hey there.. the default NPC jitter can be fixed with this :
line 1920 of c_baseentity
if (!IsSelfAnimating()) to if(IsSelfAnimating())
Although I think you can remove it entirely as this ended up having
adverse effects when trying to actually do self animating entities
(like properly predicting players), perhaps you could do
if((isNPC() && IsSelfAnimating()) || !IsSelfAnimating())
Let me know if that has any effect on your problem
On Dec 3, 2007 2:15 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:
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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