Hi Tony,

Thank you for taking care of my post.

"Commenting out the sendprop excludes that have to do with animation"
Yes, it is what I did but it doesn't change anything.

"When the SDK updates..."
Any idea of a date release of this new version ?

J.

2008/10/6 Tony Sergi <[EMAIL PROTECTED]>

> 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
> > >>
> > >> _______________________________________________
> > >> 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
> >
> >
>
>
> --
> -------------------
> [EMAIL PROTECTED]
> _______________________________________________
> 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
>
>


-- 
-------------------
[EMAIL PROTECTED]
_______________________________________________
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders

Reply via email to