Okay, this is even better than a screenshot. I made a small video where the
issue can be seen quite well. Hope it helps you:
http://www.sendspace.com/file/m55otq
That "ghost" muzzle cannot be seen in world view, and it doesn't spawn
exactly in weapon's muzzle attachment. If character ducks that muzzle keeps
showing in the same coordinates, it doesn't modify its position if player
doesn't move.
That test was made with a modified c_te_legacytempents file which produces
more smoke but the muzzle issue happens the same with default c_te file.
That's important because thats the place where muzzle sprites are created
AFAIK, so default code makes the same effect.
--------------------
Ángel Oliver (R_Yell)
----- Original Message -----
From: "Minh" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Thursday, March 08, 2007 7:54 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.
--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.
Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command
host_timescale 0.1
That will slow down the game to 10% of the normal speed.
---- Original Message -----
From: "REBEL" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.
Thank you very much for the replies, I'm trying to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.
there are TWO events that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)
I noticed there is no pPlayer->DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer->DoMuzzleFlash() supposing to do something in multiplayer?
At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?
--------------------
Ángel Oliver (R_Yell)
----- Original Message -----
From: "Minh" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.
--
[ Picked text/plain from multipart/alternative ]
This might have something to do with the fact that there are TWO events
that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)
Check to make sure you are not calling both..
I have a similar problem when I switch to third person mode and I fire my
gun. Both events get called and I can see two muzzle flashes.
----- Original Message -----
From: "Ryan Sheffer" <[EMAIL PROTECTED]>
To: <hlcoders@list.valvesoftware.com>
Sent: Wednesday, March 07, 2007 9:43 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.
--
[ Picked text/plain from multipart/alternative ]
We had this problem and fixed it, it was long ago though and I cant
remember. My friend might remember so ill get back to you if I find the
answer.
On 3/6/07, John Sheu <[EMAIL PROTECTED]> wrote:
On Tuesday 06 March 2007 11:32 am, REBEL wrote:
> I got a problem with muzzle flash, basically when a player shoots the
> muzzle can be seen in world, its view space and... the rest of view
> spaces of other players if they are using the same gun (or one coded
from
> the original 357). This only happens when weapon is a 357 revolver
clone.
> We got 3 weapons cloned from 357 and all of them are bugged. There are
also
> a few shotgun cloned weapons which don't suffer that problem.
First thought is, some class member got marked "static" somewhere along
the
line?
-John Sheu
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~skidz
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