OH MEH GEE!
This has fixed so many things....
This has fixed vehicle pose parameters, Third person player view, and npc
jitter. Just have to see what other players look like, but If they are
recieving a networked animtime should it matter if it is changed right
before network update?
Chris
----- Original Message -----
From: "Andrew Watkins" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, December 05, 2007 5:08 AM
Subject: [hlcoders] Re: NPC Animation Latency...
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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