--
[ Picked text/plain from multipart/alternative ]

lulz @ copy and paste... I'd rather code a more efficient way than use someone 
else's coding techniques. Where would programmers be with a code without there 
mental definition dictionary.

> Date: Wed, 5 Dec 2007 09:56:10 -0800
> From: [EMAIL PROTECTED]
> Subject: hlcoders digest, Vol 1 #3469 - 6 msgs
> To: [email protected]
>
> Send hlcoders mailing list submissions to
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> Today's Topics:
>
>    1. Re: Combo System (Janek)
>    2. Re: Combo System (Tony "omega" Sergi)
>    3. Re: Issues with LuaBind + Source (Tom Leighton)
>    4. Re: Combo System (Janek)
>    5. Re: Combo System (Tony "omega" Sergi)
>    6. Re: Re: NPC Animation Latency... (Christopher Harris)
>
> --__--__--
>
> Message: 1
> Date: Wed, 5 Dec 2007 16:32:39 +0100
> From: Janek <[EMAIL PROTECTED]>
> To: [email protected]
> Subject: Re: [hlcoders] Combo System
> Reply-To: [email protected]
>
> --
> [ Picked text/plain from multipart/alternative ]
> In your text you mention m_iComboCounter  which is different to 
> m_iCombocounter
> (C++ is case sensitive).
> Also in your text you mention m_flComboTime which is not m_iComboTime
>
>
> 2007/12/4, Minh <[EMAIL PROTECTED]>:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> >
> > error C2065: 'm_iComboTime' : undeclared identifier
> > error C2065: 'm_iCombocounter' : undeclared identifier
> >
> > You need to declare these variables in the class declaration segment
> > (usually class declarations are contained in .h files)
> >
> > error C2106: '=' : left operand must be l-value
> >
> > hmm.. Are you trying to assign a value to a constant? The left side of the
> > '=' symbol should always be a non-constant variable.
> >
> > error C2143: syntax error : missing ')' before ';'
> >
> > check your syntax. you forgot a left bracket somewhere..
> >
> >
> > Not to be mean, but I think you should learn some basic C++ programming
> > skills. It's really hard to help you make a combo system if you don't know
> > some basic C++
> >
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -------------------
> [EMAIL PROTECTED]
> --
>
>
> --__--__--
>
> Message: 2
> Date: Wed, 5 Dec 2007 10:38:25 -0500
> From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
> To: [email protected]
> Subject: Re: [hlcoders] Combo System
> Reply-To: [email protected]
>
> --
> [ Picked text/plain from multipart/alternative ]
> dude, it wasn't copy and paste code. I'm not writing your mod for you.
>
>
> On Dec 5, 2007 10:32 AM, Janek <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > In your text you mention m_iComboCounter  which is different to
> > m_iCombocounter
> > (C++ is case sensitive).
> > Also in your text you mention m_flComboTime which is not m_iComboTime
> >
> >
> > 2007/12/4, Minh <[EMAIL PROTECTED]>:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > >
> > > error C2065: 'm_iComboTime' : undeclared identifier
> > > error C2065: 'm_iCombocounter' : undeclared identifier
> > >
> > > You need to declare these variables in the class declaration segment
> > > (usually class declarations are contained in .h files)
> > >
> > > error C2106: '=' : left operand must be l-value
> > >
> > > hmm.. Are you trying to assign a value to a constant? The left side of
> > the
> > > '=' symbol should always be a non-constant variable.
> > >
> > > error C2143: syntax error : missing ')' before ';'
> > >
> > > check your syntax. you forgot a left bracket somewhere..
> > >
> > >
> > > Not to be mean, but I think you should learn some basic C++ programming
> > > skills. It's really hard to help you make a combo system if you don't
> > know
> > > some basic C++
> > >
> > > --
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > -------------------
> > [EMAIL PROTECTED]
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -omega
> --
>
>
> --__--__--
>
> Message: 3
> Date: Wed, 05 Dec 2007 15:48:07 +0000
> From: Tom Leighton <[EMAIL PROTECTED]>
> To: [email protected]
> Subject: Re: [hlcoders] Issues with LuaBind + Source
> Reply-To: [email protected]
>
> Cheers for helping guys, i sorted out the issues with linking all of
> those libraries as static libs, and now its working great :D
>
> Cheers
>
>
> Christopher Harris wrote:
> > With a DLL for my work mod we have to put it in the root steam folder
> > where
> > steam.exe is at.
> >
> > Chris
> > ----- Original Message -----
> > From: "Matt Stafford" <[EMAIL PROTECTED]>
> > To: <[email protected]>
> > Sent: Tuesday, December 04, 2007 11:55 PM
> > Subject: Re: [hlcoders] Issues with LuaBind + Source
> >
> >
> >> --
> >> [ Picked text/plain from multipart/alternative ]
> >> From memory I had issues loading DLLs from the same directory as my
> >> server/client.dll files, I had to put them in Source SDK Base/bin to
> >> work
> >> (or something like that)
> >>
> >> On Dec 5, 2007 2:28 PM, Tom Leighton <[EMAIL PROTECTED]>
> >> wrote:
> >>
> >>> Lua is simply a binary from luabinaries.luaforge.org
> >>>
> >>> Both DLLs are there, last modified time changes with building it, i am
> >>> just about to go and build Lua on my own and try the two together
> >>>
> >>>
> >>> Spam wrote:If you built the LUA library as a DLL (which I assume you
> >>> are
> >>> doing
> >>> > since you reference the build creating a .lib and .dll), then that
> >>> DLL
> >>> > needs to get copied into the same folder where your server.dll is
> >>> > getting copied after a build.  The server.dll has a dependency on
> >>> that
> >>> > DLL and will not load without it.  You can copy the LUA DLL
> >>> anywhere on
> >>> > your path and it will also work, but probably best to copy it into
> >>> your
> >>> > mod bin directory where the server.dll lives.  If you ever
> >>> > update/rebuild the LUA library, you have to make sure the updated DLL
> >>> > gets copied over.
> >>> >
> >>> > Either that or rebuild the LUA library as a static (should only
> >>> create
> >>> > a
> >>> > .lib, not .lib and .dll).  That way it gets linked into your
> >>> server.dll
> >>> > and you don't have to worry about copying the LUA dll.
> >>> >
> >>> > Tom Leighton wrote:
> >>> >> After some 1337 debugging skills, i have noticed that it's not even
> >>> >> loading my server.dll... No errors otherwise, but its loading the
> >>> >> sourcetest one...
> >>> >>
> >>> >>    server.dll    C:\Program
> >>> >> Files\Valve\Steam\SteamApps\royalmarine0\source sdk
> >>> >> base\sourcetest\bin\server.dll    N/A    N/A    No symbols loaded.
> >>> >>    90        20/07/2006 00:10    22000000-22769000    [1380]
> >>> hl2.exe:
> >>> >> Native
> >>> >>
> >>> >> Anyone have any ideas? No errors in the event log, cant seem to find
> >>> >> anything in VS. I'm stumped.
> >>> >>
> >>> >> Tony "omega" Sergi wrote:
> >>> >>> --
> >>> >>> [ Picked text/plain from multipart/alternative ]
> >>> >>> Maybe it's the other way around then.
> >>> >>> maybe your client is loading, but not your server.
> >>> >>> run filemon and launch and find out which dll is loading.
> >>> >>>
> >>> >>>
> >>> >>> On Dec 4, 2007 8:45 PM, Tom Leighton <[EMAIL PROTECTED]>
> >>> >>> wrote:
> >>> >>>
> >>> >>>
> >>> >>>> Hmm, the client has no reference to Lua at all (It doesnt link
> >>> with
> >>> it
> >>> >>>> or luabind).
> >>> >>>>
> >>> >>>> I'm getting fed up now, and now STEAM freezes upon login. Today is
> >>> >>>> NOT a
> >>> >>>> good day.
> >>> >>>>
> >>> >>>> I don't think it ever gets to the stage of loading the other
> >>> >>>> DLL's --
> >>> >>>> since i can rename them and it will not complain about them
> >>> missing.
> >>> >>>> Any
> >>> >>>> other ideas? Cos im all out.
> >>> >>>>
> >>> >>>>
> >>> >>>> Matt Stafford wrote
> >>> >>>>
> >>> >>>>> --
> >>> >>>>> [ Picked text/plain from multipart/alternative ]
> >>> >>>>> I got that error a while ago because my client DLL wasn't loading
> >>> >>>>>
> >>> >>>> properly
> >>> >>>>
> >>> >>>>> because there was a binary it was trying to load that was in the
> >>> >>>>> wrong
> >>> >>>>> location, if that helps at all.
> >>> >>>>>
> >>> >>>>> On Dec 5, 2007 12:26 PM, Tom Leighton
> >>> <[EMAIL PROTECTED]>
> >>> >>>>>
> >>> >>>> wrote:
> >>> >>>>
> >>> >>>>>
> >>> >>>>>> I speak too soon...
> >>> >>>>>>
> >>> >>>>>>
> >>> >>>>>> Spawn Server dm_lockdown
> >>> >>>>>> Begin loading faces (loads materials)
> >>> >>>>>> End loading faces (loads materials)
> >>> >>>>>> execing skill_manifest.cfg
> >>> >>>>>> execing skill.cfg
> >>> >>>>>> Section [Scenes]: 1096 resources total 17.54 KB, 0.84 % of limit
> >>> >>>>>> (2.10MB)
> >>> >>>>>> 32 player server started
> >>> >>>>>> Adding master server 69.28.151.162:27011
> >>> >>>>>> Adding master server 72.165.61.190:27011
> >>> >>>>>> Client "unnamed" connected (127.0.0.1:27005).
> >>> >>>>>> Connected to 127.0.0.1:27015
> >>> >>>>>>  MasterRequestRestart
> >>> >>>>>> Your server needs to be restarted in order to receive the latest
> >>> >>>>>>
> >>> >>>> update.
> >>> >>>>
> >>> >>>>>>  MasterRequestRestart
> >>> >>>>>> Your server needs to be restarted in order to receive the latest
> >>> >>>>>>
> >>> >>>> update.
> >>> >>>>
> >>> >>>>>> Half-Life 2
> >>> >>>>>> Map: dm_lockdown
> >>> >>>>>> Players:  1 / 32
> >>> >>>>>> Build 3264
> >>> >>>>>> Server Number 1
> >>> >>>>>> No pure server whitelist. sv_pure = 0
> >>> >>>>>> CAsyncWavDataCache:  2 .wavs total 0 bytes, 0.00 % of capacity
> >>> >>>>>> Initializing renderer...
> >>> >>>>>> Missing RecvProp for DT_BasePlayer - DT_Local/m_iFOV
> >>> >>>>>> Host_EndGame: CL_ParseClassInfo_EndClasses: CreateDecoders
> >>> failed.
> >>> >>>>>>
> >>> >>>>>> Dropped unnamed from server (Disconnect by user.)
> >>> >>>>>>
> >>> >>>>>>
> >>> >>>>>> Missing RecvProp for DT_BasePlayer - DT_Local/m_iFOV.
> >>> >>>>>>
> >>> >>>>>> What the hell is going on? I have no idea, i have no idea why
> >>> >>>>>> LuaBind
> >>> >>>>>>
> >>> >>>> is
> >>> >>>>
> >>> >>>>>> screwing with my mod in any way shape or form...
> >>> >>>>>>
> >>> >>>>>> _______________________________________________
> >>> >>>>>> To unsubscribe, edit your list preferences, or view the list
> >>> >>>>>> archives,
> >>> >>>>>> please visit:
> >>> >>>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >>>>>>
> >>> >>>>>>
> >>> >>>>>>
> >>> >>>>>>
> >>> >>>>> --
> >>> >>>>> Matt Stafford (Wraiyth)
> >>> >>>>> http://www.wraiyth.com
> >>> >>>>> --
> >>> >>>>>
> >>> >>>>> _______________________________________________
> >>> >>>>> To unsubscribe, edit your list preferences, or view the list
> >>> >>>>> archives,
> >>> >>>>>
> >>> >>>> please visit:
> >>> >>>>
> >>> >>>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >>>>>
> >>> >>>>>
> >>> >>>>>
> >>> >>>>>
> >>> >>>> _______________________________________________
> >>> >>>> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> >>>> please visit:
> >>> >>>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >>>>
> >>> >>>>
> >>> >>>>
> >>> >>>
> >>> >>>
> >>> >>> --
> >>> >>> -omega
> >>> >>> --
> >>> >>>
> >>> >>> _______________________________________________
> >>> >>> To unsubscribe, edit your list preferences, or view the list
> >>> >>> archives, please visit:
> >>> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >>>
> >>> >>>
> >>> >>>
> >>> >>
> >>> >>
> >>> >> _______________________________________________
> >>> >> To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> >> please visit:
> >>> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >>
> >>> >>
> >>> >
> >>> >
> >>> > _______________________________________________
> >>> > To unsubscribe, edit your list preferences, or view the list
> >>> archives,
> >>> > please visit:
> >>> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>> >
> >>> >
> >>>
> >>>
> >>> _______________________________________________
> >>> To unsubscribe, edit your list preferences, or view the list archives,
> >>> please visit:
> >>> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>>
> >>>
> >>
> >>
> >> --
> >> Matt Stafford (Wraiyth)
> >> http://www.wraiyth.com
> >> --
> >>
> >> _______________________________________________
> >> To unsubscribe, edit your list preferences, or view the list archives,
> >> please visit:
> >> http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >>
> >
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
>
> --__--__--
>
> Message: 4
> Date: Wed, 5 Dec 2007 17:30:19 +0100
> From: Janek <[EMAIL PROTECTED]>
> To: [email protected]
> Subject: Re: [hlcoders] Combo System
> Reply-To: [email protected]
>
> --
> [ Picked text/plain from multipart/alternative ]
> ???? Who are you speaking to ? Me ?
>
> 2007/12/5, Tony omega Sergi <[EMAIL PROTECTED]>:
> >
> > --
> > [ Picked text/plain from multipart/alternative ]
> > dude, it wasn't copy and paste code. I'm not writing your mod for you.
> >
> >
> > On Dec 5, 2007 10:32 AM, Janek <[EMAIL PROTECTED]> wrote:
> >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > In your text you mention m_iComboCounter  which is different to
> > > m_iCombocounter
> > > (C++ is case sensitive).
> > > Also in your text you mention m_flComboTime which is not m_iComboTime
> > >
> > >
> > > 2007/12/4, Minh <[EMAIL PROTECTED]>:
> > > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > >
> > > > error C2065: 'm_iComboTime' : undeclared identifier
> > > > error C2065: 'm_iCombocounter' : undeclared identifier
> > > >
> > > > You need to declare these variables in the class declaration segment
> > > > (usually class declarations are contained in .h files)
> > > >
> > > > error C2106: '=' : left operand must be l-value
> > > >
> > > > hmm.. Are you trying to assign a value to a constant? The left side of
> > > the
> > > > '=' symbol should always be a non-constant variable.
> > > >
> > > > error C2143: syntax error : missing ')' before ';'
> > > >
> > > > check your syntax. you forgot a left bracket somewhere..
> > > >
> > > >
> > > > Not to be mean, but I think you should learn some basic C++
> > programming
> > > > skills. It's really hard to help you make a combo system if you don't
> > > know
> > > > some basic C++
> > > >
> > > > --
> > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> > > --
> > > -------------------
> > > [EMAIL PROTECTED]
> > > --
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > -omega
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -------------------
> [EMAIL PROTECTED]
> --
>
>
> --__--__--
>
> Message: 5
> Date: Wed, 5 Dec 2007 11:47:04 -0500
> From: "Tony \"omega\" Sergi" <[EMAIL PROTECTED]>
> To: [email protected]
> Subject: Re: [hlcoders] Combo System
> Reply-To: [email protected]
>
> --
> [ Picked text/plain from multipart/alternative ]
> Lmao! sorry, I thought you were kitson for some reason, my threads got all
> mixed up in gmail because there was an off-list reply in the mix ;)
>
>
> On Dec 5, 2007 11:30 AM, Janek <[EMAIL PROTECTED]> wrote:
>
> > --
> > [ Picked text/plain from multipart/alternative ]
> > ???? Who are you speaking to ? Me ?
> >
> > 2007/12/5, Tony omega Sergi <[EMAIL PROTECTED]>:
> > >
> > > --
> > > [ Picked text/plain from multipart/alternative ]
> > > dude, it wasn't copy and paste code. I'm not writing your mod for you.
> > >
> > >
> > > On Dec 5, 2007 10:32 AM, Janek <[EMAIL PROTECTED]> wrote:
> > >
> > > > --
> > > > [ Picked text/plain from multipart/alternative ]
> > > > In your text you mention m_iComboCounter  which is different to
> > > > m_iCombocounter
> > > > (C++ is case sensitive).
> > > > Also in your text you mention m_flComboTime which is not m_iComboTime
> > > >
> > > >
> > > > 2007/12/4, Minh <[EMAIL PROTECTED]>:
> > > > >
> > > > > --
> > > > > [ Picked text/plain from multipart/alternative ]
> > > > >
> > > > > error C2065: 'm_iComboTime' : undeclared identifier
> > > > > error C2065: 'm_iCombocounter' : undeclared identifier
> > > > >
> > > > > You need to declare these variables in the class declaration segment
> > > > > (usually class declarations are contained in .h files)
> > > > >
> > > > > error C2106: '=' : left operand must be l-value
> > > > >
> > > > > hmm.. Are you trying to assign a value to a constant? The left side
> > of
> > > > the
> > > > > '=' symbol should always be a non-constant variable.
> > > > >
> > > > > error C2143: syntax error : missing ')' before ';'
> > > > >
> > > > > check your syntax. you forgot a left bracket somewhere..
> > > > >
> > > > >
> > > > > Not to be mean, but I think you should learn some basic C++
> > > programming
> > > > > skills. It's really hard to help you make a combo system if you
> > don't
> > > > know
> > > > > some basic C++
> > > > >
> > > > > --
> > > > >
> > > > > _______________________________________________
> > > > > To unsubscribe, edit your list preferences, or view the list
> > archives,
> > > > > please visit:
> > > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > > >
> > > > >
> > > >
> > > >
> > > > --
> > > > -------------------
> > > > [EMAIL PROTECTED]
> > > > --
> > > >
> > > > _______________________________________________
> > > > To unsubscribe, edit your list preferences, or view the list archives,
> > > > please visit:
> > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > > >
> > > >
> > >
> > >
> > > --
> > > -omega
> > > --
> > >
> > > _______________________________________________
> > > To unsubscribe, edit your list preferences, or view the list archives,
> > > please visit:
> > > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> > >
> > >
> >
> >
> > --
> > -------------------
> > [EMAIL PROTECTED]
> > --
> >
> > _______________________________________________
> > To unsubscribe, edit your list preferences, or view the list archives,
> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
> >
>
>
> --
> -omega
> --
>
>
> --__--__--
>
> Message: 6
> From: "Christopher Harris" <[EMAIL PROTECTED]>
> To: <[email protected]>
> Subject: Re: [hlcoders] Re: NPC Animation Latency...
> Date: Wed, 5 Dec 2007 13:09:22 -0500
> Reply-To: [email protected]
>
> 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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> > please visit:
> > http://list.valvesoftware.com/mailman/listinfo/hlcoders
> >
>
>
>
>
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