I was hoping somebody could point me in the right direction for resolving a bug I came across. I do work with a valid liscence of all of the Valve engine, so please don't hesitate to point me in the right direction if you happen to be a Valve employee (if you use generic terms to avoid posting non-SDK code I would still appreciate it tremendously).
During the recording of a replay (DEM file) in a single-player game, I found that characters playing an animation can stop rendering themselves after colliding with the player. An easy re-creation of this is to make a high area to jump off of onto a characters head (try not to at the character during collision). If an animation was setup through VCD or scripted sequence, the model will cease to render for that instance of the character. The model will render again if that entire visibility set reloads (walking behind an occluder also seems to work). This only happens while recording a DEM file, and also only happens if the character is animated. The collision does NOT need to be with the player (I've seen it happen when a character ran into a mailbox), but I do believe the player has to not be looking directly at the character when it vanishes. Also, this is even EASIER to create if you set the solid type of the character to SOLID_VPHYSICS instead of SOLID_BBOX. I really need to be able to record a run of the world with no obvious flaws that would change the users experience. We're using the demo playbacks to overlay eye-tracking information and change textures during the playback for pixel detection of entities. The user would most likely change his/her natural eye responses if objects vanish, and this hurts the results of the research studies. Please help if you can! _________________________________________________________________ Laugh, share and connect with Windows Live Messenger http://clk.atdmt.com/MSN/go/msnnkwme0020000001msn/direct/01/?href=http://imagine-msn.com/messenger/launch80/default.aspx?locale=en-us&source=hmtagline _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders