Hello,
I have encountered a very strange problem since the last major SDK update.
It is actually two similar issues, and happens both in my mod and a blank
mod with no changes at all. The first issue only happens when you're
hosting a listen server in a map with level-specific soundscripts:
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So I'm doing bots for Fortress Forever and I have run into a problem that
appears to be a bug with the game. The odd thing is that I can't reproduce
it myself as a player, and so far have only observed it happen to the bot
players. There is a
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Good call, there's room for being nub :D But using a companies own mailing
list to get advice and help for writing hacks is just an insult to them, and
those of us writing legit free mods.
Big ups Mike :D
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I think the bot's physics object has fallen asleep. If you look at the call
stack for VPhysicsShadowUpdate its called like this in physics.cppPhysFrame:
// apply updates
if ( pPhysics !pPhysics-IsAsleep() )
{
pEntity-VPhysicsShadowUpdate(
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My guess is this the result of a bad code merge. I don't think it's an SDK
problem because I and many others would be spamming this mailinglist.
On 8/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
Player movement issues after SDK update?
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Okay, seems like the problem is in CBasePlayer::PhysicsSimulate, where the
UpdateVPhysicsPosition is not being called for bots.
PhysicsSimulate is the main place where UpdateVPhysicsPosition is called.
There's also a wrapper for
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I think the problem here is that it's showing the 3rd and first person view.
It's showing the tracer coming from the 3rd person model..
On 8/22/06, [EMAIL PROTECTED] [EMAIL PROTECTED]
wrote:
Is your complaint that the muzzle flash appears
No i mean the trails go in wrong position for some weapons, i know trail
in firebullers struct for weapons based on UTil_Tracer(...,...,...)
And i speak about SP.
So, some fix?
* [EMAIL PROTECTED] [Tue, 22 Aug 2006 01:24:03
-0700]:
Send hlcoders mailing list submissions to
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Turn digest mode off please :(
Anyway, do the tracers only start on the wrong location or is also the
direction not good?
On 8/22/06, Витас Протасов [EMAIL PROTECTED] wrote:
No i mean the trails go in wrong position for some weapons, i know
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Thanks the help. Are you having the same problem with your bots or just
going out of your way to be helpful? Either way I appreciate it. On further
investigation, it appears the problem is due to the bots user commands going
through a different
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Not working on bots myself just trying to be helpful.
You're right about the user command stuff, that's why the
UpdateVPhysicsPosition is not being called, maybe someone from Valve can
suggest potential problems with calling
It's safe to call UpdateVPhysicsPosition() directly. It's setting a
target for the player's physics controller in the next frame of physics
simulation.
Jay
-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of
Jeremy Swigart
Sent: Tuesday, August 22,
thanks!
On 8/21/06, Mike Durand [EMAIL PROTECTED] wrote:
Hi All-
I just wanted to let the list know that we have banned
'[EMAIL PROTECTED]'. We appreciate that the vast majority of the
contributors to this list are very helpful and we will not tolerate
people who cause trouble and behave
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Ok, so I tried ProcessUsercmds(cmd, 1, 1, 0, false); in place of
IBotController::RunPlayerMove(cmd); It fixed the lift bug it seems but
broke the view angles, and the bot kept facing his spawn direction or
something. That's probably not too hard
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Is there anything that would mess that up? I tried calling
UpdatePhysicsShadowToCurrentPosition(), which calls UpdateVPhysicsPosition(
GetAbsOrigin(), vec3_origin, gpGlobals-frametime );
but it didn't fix the problem. The blue box shown in the
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Well, I just tried this
class CSDKBot ..
{
public:
...
virtual void PhysicsSimulate()
{
BaseClass::PhysicsSimulate();
// Since this isn't called for bots.. call it here?
UpdateVPhysicsPosition(
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Hmm, I didn't use m_vNewVPhysics* in my call. perhaps thats the problem. I
called UpdatePhysicsShadowToCurrentPosition(), which is apparently a rather
useless function. I'll try that when i get home. Thanks
On 8/22/06, Paul Peloski [EMAIL
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Has anyone come across anything to do with this issue?
We have been really struggling to find the cause, but to us it seems
something is set on the engine to make these sound replacements as a
possible debug feature. We are using release DLLs for
I did more work on fixing this problem myself, and I found out that it was
caused by a very minor change Valve made to the PlayImpactSound function in
fx_impact.cpp. The actual call to emitsound had been changed to
C_BaseEntity::EmitSound( filter, NULL, pbulletImpactSoundName,
Good to 'hear' :)
--- Hyperjag 3 [EMAIL PROTECTED] wrote:
I did more work on fixing this problem myself, and I
found out that it was
caused by a very minor change Valve made to the
PlayImpactSound function in
fx_impact.cpp. The actual call to emitsound had
been changed to
And? Did you know fast fix for that?
Message: 4
Date: Tue, 22 Aug 2006 12:52:19 +0100
From: Garry Newman [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] New Bug found in Ep1 Source code
Reply-To: hlcoders@list.valvesoftware.com
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