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

