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!
>
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>
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