You know what'd be cool?

HL2 SDK on SVN, and as code patches get put in, we get access to the updates
on the fly.

Ah... wet dreams...

- voogru.

-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Paul Peloski
Sent: Wednesday, December 05, 2007 7:37 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: NPC Animation Latency...

--
[ Picked text/plain from multipart/alternative ]
I reported this bug and the fix 8/8/*2006*. More than a year ago. And it's
still in the shipping SDK and someone is still encountering it at least once
a month.

We need an SDK code update, Mike!

Regards,

Paul

On Dec 5, 2007 1:09 PM, Christopher Harris <[EMAIL PROTECTED]> wrote:

> OH MEH GEE!
>
> This has fixed so many things....
>
> This has fixed vehicle pose parameters, Third person player view, and npc
> jitter. Just have to see what other players look like, but If they are
> recieving a networked animtime should it matter if it is changed right
> before network update?
>
> Chris
> ----- Original Message -----
> From: "Andrew Watkins" <[EMAIL PROTECTED]>
> To: <hlcoders@list.valvesoftware.com>
> Sent: Wednesday, December 05, 2007 5:08 AM
> Subject: [hlcoders] Re: NPC Animation Latency...
>
>
> >I don't see why, but although changing it to if((isNPC() &&
> > IsSelfAnimating()) || !IsSelfAnimating()) doesn't work, simply
> > if(IsSelfAnimating()) does it just for me fine! Not looked into player
> > effects yet, though.
> >
> > Andrew
> >
> >> Message: 5
> >> From: "Christopher Harris" <[EMAIL PROTECTED]>
> >> To: <hlcoders@list.valvesoftware.com>
> >> Subject: Re: [hlcoders] Re: NPC Animation Latency...
> >> Date: Tue, 4 Dec 2007 23:15:20 -0500
> >> Reply-To: hlcoders@list.valvesoftware.com
> >>
> >> Didn't seem to do much.
> >>
> >> I tried net_fakelag 25 and it did look perfect. But I don't think
> having
> >> a
> >> mod running listen servers with fake lag is a smart move.
> >>
> >> Chris
> >> ----- Original Message -----
> >> From: "Maurino Berry" <[EMAIL PROTECTED]>
> >> To: <hlcoders@list.valvesoftware.com>
> >> Sent: Tuesday, December 04, 2007 9:16 PM
> >> Subject: Re: [hlcoders] Re: NPC Animation Latency...
> >>
> >>
> >>> Hey there.. the default NPC jitter can be fixed with this :
> >>>
> >>>
> >>> line 1920 of c_baseentity
> >>> if (!IsSelfAnimating()) to if(IsSelfAnimating())
> >>>
> >>> Although I think you can remove it entirely as this ended up having
> >>> adverse effects when trying to actually do self animating entities
> >>> (like properly predicting players), perhaps you could do
> >>>
> >>> if((isNPC() && IsSelfAnimating()) || !IsSelfAnimating())
> >>>
> >>> Let me know if that has any effect on your problem
> >>>
> >>>
> >>>
> >>> On Dec 3, 2007 2:15 PM, Christopher Harris <[EMAIL PROTECTED]>
> >>> wrote:
> >>>> That did not help much. Now the pose parameters appear to be stuck at
> a
> >>>> single value and unchanged. I assume because there is no npc
> animation
> >>>> code
> >>>> on the client. The only C_AI_BaseNPC is a few minor things.
> >>>>
> >>>> Chris
> >>>> ----- Original Message -----
> >>>> From: "Andrew Watkins" <[EMAIL PROTECTED]>
> >>>> To: <hlcoders@list.valvesoftware.com>
> >>>>
> >>>> Sent: Monday, December 03, 2007 6:19 AM
> >>>> Subject: [hlcoders] Re: NPC Animation Latency...
> >>>>
> >>>>
> >>>> >I have run into this problem too - and don't have a proper solution.
> >>>> > I have discovered, however, that if you set net_fakelag to anything
> >>>> > about
> >>>> > ~25ms, the jittering disappears. This is probably in line with what
> >>>> > you
> >>>> > would expect with a listenserver-only problem.
> >>>> > Until I find a proper solution, I have simply added
> >>>> > UseClientSideAnimation()
> >>>> > into the AI_BaseNPC constructor - this also stops jittering, but it
> >>>> > does
> >>>> > affect all animations, causing them to be "less exaggerated"
> >>>> >
> >>>> >> From: "Christopher Harris" <[EMAIL PROTECTED]>
> >>>> >> To: <hlcoders@list.valvesoftware.com>
> >>>> >> Date: Mon, 3 Dec 2007 02:09:04 -0500
> >>>> >> Subject: [hlcoders] NPC Animation Latency...
> >>>> >> Reply-To: hlcoders@list.valvesoftware.com
> >>>> >>
> >>>> >> I have developed npcs deriving off the PlayerCompanion class and I
> >>>> >> am
> >>>> >> havin=
> >>>> >> g some issues. The first thing I tried was disabling any possible
> >>>> >> predictio=
> >>>> >> n issues or anything related to that, but it did not solve
> anything.
> >>>> >> ie
> >>>> >> CDi=
> >>>> >> sablePrediction Filtering.
> >>>> >>
> >>>> >> What is occuring is NPC animations are jittery and sometimes will
> >>>> >> enter
> >>>> >> jes=
> >>>> >> us pose breifly. As well sometimes odd animation issues occur
> where
> >>>> >> the
> >>>> >> fee=
> >>>> >> t are using wrong pose parameters to actual movement. Like the npc
> >>>> >> is
> >>>> >> walki=
> >>>> >> ng nw direction facing north and the feet look like they are
> >>>> >> strafing
> >>>> >> towar=
> >>>> >> d the east .
> >>>> >>
> >>>> >> The issue also only occurs in Listen Servers. In dedicated servers
> >>>> >> the
> >>>> >> anim=
> >>>> >> ations all work fantastically.
> >>>> >>
> >>>> >> Any help is appreciated.
> >
> >
> > _______________________________________________
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> > please visit:
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> >
>
>
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