-- [ 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 > [email protected] > > To subscribe or unsubscribe via the World Wide Web, visit > http://list.valvesoftware.com/mailman/listinfo/hlcoders > or, via email, send a message with subject or body 'help' to > [EMAIL PROTECTED] > > You can reach the person managing the list at > [EMAIL PROTECTED] > > When replying, please edit your Subject line so it is more specific > than "Re: Contents of hlcoders digest..." > > > 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. > > > > > > _______________________________________________ > > 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 > > > > End of hlcoders Digest -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

