Hey Yahn, I was curious if anybody over there had a chance to try the repro? Just wondering if there was any feedback. You guys are really busy, so it would be easy to slip through the cracks.
From: "Yahn Bernier" <[EMAIL PROTECTED]> Reply-To: hlcoders@list.valvesoftware.com To: <hlcoders@list.valvesoftware.com> Subject: RE: [hlcoders] Replay Disappearing Bug Date: Thu, 8 Feb 2007 11:32:45 -0800 We'll have someone here try and repro this. Yahn -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Meow Mew Sent: Thursday, February 08, 2007 11:25 AM To: hlcoders@list.valvesoftware.com Subject: RE: [hlcoders] Replay Disappearing Bug Here's a video displaying how the bug works. I apologize for the poor quality, as YouTube managed to mangle the video quite a bit. The first time the console is typed in is the beginning of the demo recording. The second time is the ending of the demo recording. You can see that the Alyx model reappears when the demo is no longer recording. http://www.youtube.com/watch?v=d6WeCkEO8i4 Thanks goes out to previous answers, but none of the animation changes mentioned previously had any effect. I could really use some help in figuring this one out. A Find in Files involving anything to do with demo recording and playback doesn't bring any clear answer to focus. Any other suggestions or assistance is definitely appreciated. >From: "Meow Mew" <[EMAIL PROTECTED]> >Reply-To: hlcoders@list.valvesoftware.com >To: hlcoders@list.valvesoftware.com >Subject: [hlcoders] Replay Disappearing Bug >Date: Wed, 07 Feb 2007 15:58:12 -0500 > >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=h >mtagline > > >_______________________________________________ >To unsubscribe, edit your list preferences, or view the list archives, >please visit: >http://list.valvesoftware.com/mailman/listinfo/hlcoders > _________________________________________________________________ From predictions to trailers, check out the MSN Entertainment Guide to the Academy Awards(r) http://movies.msn.com/movies/oscars2007/?icid=ncoscartagline1 _______________________________________________ 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
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