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. > > > > > > _______________________________________________ > > 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 > > -- _______________________________________________ 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