Re: [hlcoders] 3 round burst bug

2002-05-03 Thread Alfred

Firearms suffers from the same bug :(
We have yet to track it down, but it will be related to how the client
predicts the operation of weapons code. I suspect something is getting reset
when it shouldn't be and allowing more bullets to fire.

A quick fix can be to have a special 3 round bust mode (and anim), but this
isn't ideal.

- Original Message -
From: Josh Coyne [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, May 03, 2002 2:32 PM
Subject: [hlcoders] 3 round burst bug


 This is a multi-part message in MIME format.
 --
 [ Picked text/plain from multipart/alternative ]
 Hey guys, one our weapons, the SMG9, has a 3 round burst toggle mode;

 for the most part it works perfectly in no lag and even 'low' lag
situations, up to about 200ms or so.

 but once you go past 200ms, the gun starts shooting extra bullets. its
kind of weird; and im pretty much clueless on how to stop it.

 Now i made some support functions a while ago (PackWeapon and
UnpackWeapon) to transfer data from the server to the client for prediction,
and i properly send the m_iAllowFire, and m_iBulletCount variables for the
prediciton, and it works lovely.

  Can anyone offer hints on making sure the client will only fire 3 times ?
 --

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Re: [hlcoders] 3 round burst bug

2002-05-03 Thread Commando

We saw something similar with Tour of Duty when we added recoil to our
weapons in the PrimaryAttack.  When playing locally or a lan game,
everything worked fine, but when playing on the network, I found that the
PrimaryAttack got called three times for every shot on client side.  It was
as if the m_flNextPrimaryAttack was not being used on the client in network
games.  The weird thing was that m_iClip had the same value each of the
three times, even though we decremented it each time.  We never noticed
this before we put in the recoil because it happened so quickly, it looked
like one shot.  Once we put the recoil in, it got applied three times
client side.

I just figured that I had broken something when I ported from 2.0 to 2.2,
but maybe it is a bug in client side prediction.  I was never able to track
it down because debugging a network game is no fun.  I just fixed it by not
applying recoil client side ;)  A hack, but it works.

I would be interested to know if anyone else experiences this and it is a
bug in the SDK.  It is simple to check, just put a breakpoint in your
primary attack and connect to a net server (not lan) and give it a try.

Maybe you are experiencing the same thing, but it is manifesting a
different way.

Rob Prouse
http://www.tourofdutymod.com

At 06:12 PM 03/05/2002 +1000, you wrote:
Firearms suffers from the same bug :(
We have yet to track it down, but it will be related to how the client
predicts the operation of weapons code. I suspect something is getting reset
when it shouldn't be and allowing more bullets to fire.

A quick fix can be to have a special 3 round bust mode (and anim), but this
isn't ideal.

- Original Message -
From: Josh Coyne [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, May 03, 2002 2:32 PM
Subject: [hlcoders] 3 round burst bug


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Hey guys, one our weapons, the SMG9, has a 3 round burst toggle mode;
 
  for the most part it works perfectly in no lag and even 'low' lag
situations, up to about 200ms or so.
 
  but once you go past 200ms, the gun starts shooting extra bullets. its
kind of weird; and im pretty much clueless on how to stop it.
 
  Now i made some support functions a while ago (PackWeapon and
UnpackWeapon) to transfer data from the server to the client for prediction,
and i properly send the m_iAllowFire, and m_iBulletCount variables for the
prediciton, and it works lovely.
 
   Can anyone offer hints on making sure the client will only fire 3 times ?

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RE: [hlcoders] 3 round burst bug

2002-05-03 Thread Adrian Finol

 The prediciton code will call it every frame. Thats why your PrimaryAttack
function kerps getting called. You should check if runfuncs is true wich
gets set only for one frame when the update comes. That way you can be sure
that it will only be done once.

 Thats why events only get fired once, so even tho your PrimaryAttack
function keeps getting called over and over again you only see your event
fired one time.

-Original Message-
From: Commando
To: [EMAIL PROTECTED]
Sent: 5/3/2002 2:12 AM
Subject: Re: [hlcoders] 3 round burst bug

We saw something similar with Tour of Duty when we added recoil to our
weapons in the PrimaryAttack.  When playing locally or a lan game,
everything worked fine, but when playing on the network, I found that
the
PrimaryAttack got called three times for every shot on client side.  It
was
as if the m_flNextPrimaryAttack was not being used on the client in
network
games.  The weird thing was that m_iClip had the same value each of the
three times, even though we decremented it each time.  We never noticed
this before we put in the recoil because it happened so quickly, it
looked
like one shot.  Once we put the recoil in, it got applied three times
client side.

I just figured that I had broken something when I ported from 2.0 to
2.2,
but maybe it is a bug in client side prediction.  I was never able to
track
it down because debugging a network game is no fun.  I just fixed it by
not
applying recoil client side ;)  A hack, but it works.

I would be interested to know if anyone else experiences this and it is
a
bug in the SDK.  It is simple to check, just put a breakpoint in your
primary attack and connect to a net server (not lan) and give it a try.

Maybe you are experiencing the same thing, but it is manifesting a
different way.

Rob Prouse
http://www.tourofdutymod.com

At 06:12 PM 03/05/2002 +1000, you wrote:
Firearms suffers from the same bug :(
We have yet to track it down, but it will be related to how the client
predicts the operation of weapons code. I suspect something is getting
reset
when it shouldn't be and allowing more bullets to fire.

A quick fix can be to have a special 3 round bust mode (and anim), but
this
isn't ideal.

- Original Message -
From: Josh Coyne [EMAIL PROTECTED]
To: [EMAIL PROTECTED]
Sent: Friday, May 03, 2002 2:32 PM
Subject: [hlcoders] 3 round burst bug


  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ]
  Hey guys, one our weapons, the SMG9, has a 3 round burst toggle
mode;
 
  for the most part it works perfectly in no lag and even 'low' lag
situations, up to about 200ms or so.
 
  but once you go past 200ms, the gun starts shooting extra bullets.
its
kind of weird; and im pretty much clueless on how to stop it.
 
  Now i made some support functions a while ago (PackWeapon and
UnpackWeapon) to transfer data from the server to the client for
prediction,
and i properly send the m_iAllowFire, and m_iBulletCount variables for
the
prediciton, and it works lovely.
 
   Can anyone offer hints on making sure the client will only fire 3
times ?

___
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please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders
___
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