You need to comment out the sendprop excludes that have to do with
animation if you're using the current source. When the SDK updates
you'll see the complete code using multiplayer_animstate like tf2.


-Tony
 

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Janek
Sent: October-06-08 10:36 AM
To: Discussion of Half-Life Programming
Subject: Re: [hlcoders] SendTables animation problem

Hi all,

Sorry for coming back to a so old subject but I 'm very disappointed
about
movement within OB engine using HL2MP base code.
I did everything that was explained and published by Sergi but it
doesn't
fix the problem. I tested with a clean HL2MP install and movement are
still
bad.

Does any of you succeeded fixing this problem in HL2MP OB SDK Base ? I
really don't understand. It sounds linked to prediction but in the same
time
applying Sergi's fix does not fix anything in HL2MP OB SDK base.

Emiel, are your movements smooth in eyes point of view ? Do you succeed
fixing the animation problem ?

Best regards,

J.


2008/8/21 Tom Leighton <[EMAIL PROTECTED]>

> Ensure you're also either mounting HL2MP (320?), or you have copied
the
> player models over.
>
> Andrew Ritchie wrote:
> > Make sure you're updating your animstate
> >
> > On Thu, Aug 21, 2008 at 3:12 PM, Emiel Regis <[EMAIL PROTECTED]>
wrote:
> >
> >
> >> Hello,
> >>
> >> I used omega's SendTable fixes in my mod (based on HL2MP Orangebox
> code),
> >> but I can't get animations to work - every player is always jesus
pose.
> >> Here are the SendTables and stuff:
> >>
> >> tne_player.cpp (old hl2mp_player.cpp):
> >>
> >> void* SendProxy_SendNonLocalDataTable( const SendProp *pProp, const
void
> >> *pStruct,
> >>                const void *pVarData, CSendProxyRecipients
*pRecipients,
> int
> >> objectID )
> >> {
> >>     pRecipients->SetAllRecipients();
> >>     pRecipients->ClearRecipient( objectID - 1 );
> >>     return ( void * )pVarData;
> >> }
> >>
> >> REGISTER_SEND_PROXY_NON_MODIFIED_POINTER(
> SendProxy_SendNonLocalDataTable
> >> );
> >>
> >> BEGIN_SEND_TABLE_NOBASE( CTNE_Player, DT_TNELocalPlayerExclusive )
> >>     //SendPropInt( SENDINFO( m_iShotsFired ), 8, SPROP_UNSIGNED ),
> >>     // send a hi-res origin to the local player for use in
prediction
> >>     SendPropVector( SENDINFO(m_vecOrigin), -1,
> >> SPROP_NOSCALE|SPROP_CHANGES_OFTEN,
> >>                                        0.0f, HIGH_DEFAULT,
> SendProxy_Origin
> >> ),
> >>     SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
> >>                                        SPROP_CHANGES_OFTEN, -90.0f,
> 90.0f
> >> ),
> >> //    SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
> >> SPROP_CHANGES_OFTEN ),
> >> END_SEND_TABLE()
> >>
> >> BEGIN_SEND_TABLE_NOBASE( CTNE_Player, DT_TNENonLocalPlayerExclusive
)
> >>     // send a lo-res origin to other players
> >>     SendPropVector( SENDINFO(m_vecOrigin), -1,
> >> SPROP_COORD_MP_LOWPRECISION|SPROP_CHANGES_OFTEN,
> >>                                                0.0f, HIGH_DEFAULT,
> >> SendProxy_Origin ),
> >>     SendPropFloat( SENDINFO_VECTORELEM(m_angEyeAngles, 0), 8,
> >> SPROP_CHANGES_OFTEN,
> >>                                        -90.0f, 90.0f ),
> >>     SendPropAngle( SENDINFO_VECTORELEM(m_angEyeAngles, 1), 10,
> >> SPROP_CHANGES_OFTEN ),
> >> END_SEND_TABLE()
> >>
> >> IMPLEMENT_SERVERCLASS_ST(CTNE_Player, DT_TNE_Player)
> >>     // playeranimstate and clientside animation takes care of these
on
> the
> >> client
> >>        SendPropExclude( "DT_BaseAnimating", "m_flPoseParameter" ),
> >>     SendPropExclude( "DT_BaseAnimating", "m_flPlaybackRate" ),
> >>     SendPropExclude( "DT_BaseAnimating", "m_nSequence" ),
> >>     SendPropExclude( "DT_BaseEntity", "m_angRotation" ),
> >>     SendPropExclude( "DT_BaseAnimatingOverlay", "overlay_vars" ),
> >>     SendPropExclude( "DT_BaseEntity", "m_vecOrigin" ),
> >>     SendPropExclude( "DT_ServerAnimationData" , "m_flCycle" ),
> >>     SendPropExclude( "DT_AnimTimeMustBeFirst" , "m_flAnimTime" ),
> >>
> >>     // Data that only gets sent to the local player.
> >>     SendPropDataTable( "tnelocaldata", 0,
> >> &REFERENCE_SEND_TABLE(DT_TNELocalPlayerExclusive),
> >>
>  SendProxy_SendLocalDataTable
> >> ),
> >>
> >>     // Data that gets sent to all other players
> >>     SendPropDataTable( "tnenonlocaldata", 0,
> >> &REFERENCE_SEND_TABLE(DT_TNENonLocalPlayerExclusive),
> >>
> >>  SendProxy_SendNonLocalDataTable ),
> >>
> >>        SendPropInt( SENDINFO( m_iPlayerState ), Q_log2(
> NUM_PLAYER_STATES
> >> )+1,
> >> SPROP_UNSIGNED ),
> >>        SendPropEHandle( SENDINFO( m_hRagdoll ) ),
> >>        SendPropInt( SENDINFO( m_iSpawnInterpCounter), 4 ),
> >>
> >>        //TNE stuff
> >>        SendPropInt( SENDINFO( m_iPlayerLives), 2 ),
> >>        SendPropInt( SENDINFO( m_iPlayerSoundType), 4 ),
> >>        SendPropInt( SENDINFO( TKPoints ), 5 ),
> >>
> >>        //Handled by client on his own
> >>        SendPropExclude( "DT_BaseFlex", "m_viewtarget" ),
> >>
> >> END_SEND_TABLE()
> >>
> >> BEGIN_DATADESC( CTNE_Player )
> >> END_DATADESC()
> >>
> >> c_tne_player.cpp:
> >>
> >> BEGIN_RECV_TABLE_NOBASE( C_TNE_Player, DT_TNELocalPlayerExclusive )
> >>     //RecvPropInt( RECVINFO( m_iShotsFired ) ),
> >>     RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin
) ),
> >>     RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
> >> //    RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
> >> END_RECV_TABLE()
> >>
> >> BEGIN_RECV_TABLE_NOBASE( C_TNE_Player,
DT_TNENonLocalPlayerExclusive )
> >>     RecvPropVector( RECVINFO_NAME( m_vecNetworkOrigin, m_vecOrigin
) ),
> >>     RecvPropFloat( RECVINFO( m_angEyeAngles[0] ) ),
> >>     RecvPropFloat( RECVINFO( m_angEyeAngles[1] ) ),
> >> END_RECV_TABLE()
> >>
> >> // main table
> >> IMPLEMENT_CLIENTCLASS_DT(C_TNE_Player, DT_TNE_Player, CTNE_Player)
> >>        RecvPropDataTable( "tnelocaldata", 0, 0,
> >> &REFERENCE_RECV_TABLE(DT_TNELocalPlayerExclusive) ),
> >>     RecvPropDataTable( "tnenonlocaldata", 0,
> >> 0,&REFERENCE_RECV_TABLE(DT_TNENonLocalPlayerExclusive) ),
> >>
> >>        RecvPropInt( RECVINFO( m_iPlayerState ) ),
> >>        RecvPropEHandle( RECVINFO( m_hRagdoll ) ),
> >>        RecvPropInt( RECVINFO( m_iSpawnInterpCounter ) ),
> >>
> >>        RecvPropInt( RECVINFO( m_iPlayerLives ) ),//[Millz]
> >>        RecvPropInt( RECVINFO( TKPoints ) ),//[Millz]
> >>        RecvPropInt( RECVINFO( m_iPlayerSoundType) ),
> >> END_RECV_TABLE()
> >>
> >> BEGIN_PREDICTION_DATA( C_TNE_Player )
> >>        DEFINE_PRED_FIELD( m_flCycle, FIELD_FLOAT,
FTYPEDESC_OVERRIDE |
> >> FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
> >>        DEFINE_PRED_FIELD( m_nSequence, FIELD_INTEGER,
FTYPEDESC_OVERRIDE
> |
> >> FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
> >>        DEFINE_PRED_FIELD( m_flPlaybackRate, FIELD_FLOAT,
> FTYPEDESC_OVERRIDE
> >> |
> >> FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
> >>        DEFINE_PRED_ARRAY_TOL( m_flEncodedController, FIELD_FLOAT,
> >> MAXSTUDIOBONECTRLS, FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE, 0.02f
),
> >>        DEFINE_PRED_FIELD( m_nNewSequenceParity, FIELD_INTEGER,
> >> FTYPEDESC_OVERRIDE | FTYPEDESC_PRIVATE | FTYPEDESC_NOERRORCHECK ),
> >>
> >> END_PREDICTION_DATA()
> >>
> >> I also tried setting UseClientAnination() in tne_player and
c_tne_player
> >> constructors, as well as adding IsPredicted() = true to member
functions
> -
> >> none of these helped. All predict cvars are enabled, too. Is there
> >> something I am missing?
> >>
> >> Emiel Regis
> >> www.invision-games.com
> >>
> >> _______________________________________________
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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
>
>


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