The problem is its very expensive though. I may try overriding the
IsSelfAnimating functions of my client npc and vehicle classes to return
false and see if that works better. In testing with 3 players and only a few
npcs the framerate plummeted.
Chris
----- Original Message -----
From: "Spencer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To: <[email protected]>
Sent: Wednesday, December 05, 2007 8:14 PM
Subject: RE: [hlcoders] Re: NPC Animation Latency...
You know what'd be cool?
HL2 SDK on SVN, and as code patches get put in, we get access to the
updates
on the fly.
Ah... wet dreams...
- voogru.
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Wednesday, December 05, 2007 7:37 PM
To: [email protected]
Subject: Re: [hlcoders] Re: NPC Animation Latency...
--
[ Picked text/plain from multipart/alternative ]
I reported this bug and the fix 8/8/*2006*. More than a year ago. And it's
still in the shipping SDK and someone is still encountering it at least
once
a month.
We need an SDK code update, Mike!
Regards,
Paul
On Dec 5, 2007 1:09 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:
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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