[hlcoders] RE: Blood not spawning for attacker?

2006-06-27 Thread Imperio59

Hey,
Well thank you Chris Janes for the fix, which I applied to the default
bullet code in FireBullets on around line 158 of sdk_player_shared, and
which fixed the blood problem.
Here's the fixed code (all we did was move out the CTakeDamage
initialise and calculations and the DispatchTraceAttack out of the #ifdef...

//Imperio59: Fix for blood not being correctly predicted...
   CTakeDamageInfo info( pevAttacker, pevAttacker, fCurrentDamage,
iDamageType );

#ifdef GAME_DLL
   ClearMultiDamage();
#endif
   CalculateBulletDamageForce( info, iBulletType, vecDir, tr.endpos );
   tr.m_pEnt-DispatchTraceAttack( info, vecDir, tr );
#ifdef GAME_DLL
   TraceAttackToTriggers( info, tr.startpos, tr.endpos, vecDir );
   ApplyMultiDamage();
#endif

I'm gonna add this to the wiki list.
Enjoy!

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Re: [hlcoders] RE: Blood not spawning for attacker?

2006-06-27 Thread John Sheu
On Tuesday 27 June 2006 10:55 am, Imperio59 wrote:
 Hey,
 Well thank you Chris Janes for the fix, which I applied to the default
 bullet code in FireBullets on around line 158 of sdk_player_shared, and
 which fixed the blood problem.
 Here's the fixed code (all we did was move out the CTakeDamage
 initialise and calculations and the DispatchTraceAttack out of the
 #ifdef...

I'm not so hot on that solution.  As I understand it, for a normal bullet
weapon, there are two parts to the impact effect:

1.  Sparks/flecks/impact decal
2.  Blood

Only (1) should be predicted, because it doesn't require any server
verification.  Since these are minor effects (not gameplay-affecting), it's
all right for the client to simulate them.  Blood, however, is another
matter.  Blood spray is a visual confirmation to the player that he has
indeed hit the target; and _this_ is not something you can afford to
mispredict.  Thus, the server should take care of telling the client to spawn
the blood sprite.

Now, as for your weapon, you'll need to do some thinking on this matter.  For
your particular mod, is the blood splatter gameplay-affecting or not?  It
makes sense for you that sparks should be predicted, but I'm not sure that
blood should be the same way.  Even if you do decide to predict blood, I
would advise against changing it in sdk_player_shared, as this would affect
_all_ weapons across your mod, even more conventional ones for which the
player might expect conventional response.

So, basically, your beef is with the prediction system, not sdk_player_shared.
Watch out for hasty fixes :-P

-John Sheu

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Re: [hlcoders] RE: Blood not spawning for attacker?

2006-06-27 Thread John Sheu
I'm submitting this in a separate e-mail, since I'm not sure that it's
completely in line with the subject of the thread, but I do think that it
might have some useful points in common.

So, with regards to my question of a while ago that went conveniently
unaswered:  What kind of timebase is the client rendering on?  Does it try to
be exactly synchronized with the server, regardless of latency, or does it
just monotonically increase its current time as it receives packets?

What I'm doing is creating a tempent with a fixed velocity.  Every client
frame, it simulates itself forward along that velocity.  Now, if I just
create it as usual, by the time the creation command gets to the client, the
tempent will already be somewhere behind where it should be (if the client
renders ahead).  So, is the client ahead?  If I need to pre-simulate the
tempent forward, how far forward should I simulate it?

I've been thinking about this as a way of reducing that
blood-splatter-emerges-from-somewhere-behind-the-player effect that you see
with hitscan weapons.

-John Sheu

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[hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Spencer 'voogru' MacDonald
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,



There is apparently a bug with the SDK, that when you are on say, a lift or
an elevator, your movement becomes jerky when the lift is in motion.
At first I thought it was a problem with some custom movement code, so I got
the base SDK and tried the same map with a lift.



But no dice, same weird jerky movement issue.



So, I fired up HL2DM, same map with a lift, smooth as a babies bottom, I
then got the base HL2DM code, tried it, same jerky movement,

and then CS:S, same jerky movement.



So it appears that valve has applied some fixes to the HL2DM code, which I
have missed out on. Does anyone know how to fix this jerky movement?



Thanks.



- voogru.





--


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Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Teddy

No, but i would give up my first born for it.

Seriously, i've been trying to fix this for a while now, very frustrating

On 6/28/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:

This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative ]
Hello,



There is apparently a bug with the SDK, that when you are on say, a lift or
an elevator, your movement becomes jerky when the lift is in motion.
At first I thought it was a problem with some custom movement code, so I got
the base SDK and tried the same map with a lift.



But no dice, same weird jerky movement issue.



So, I fired up HL2DM, same map with a lift, smooth as a babies bottom, I
then got the base HL2DM code, tried it, same jerky movement,

and then CS:S, same jerky movement.



So it appears that valve has applied some fixes to the HL2DM code, which I
have missed out on. Does anyone know how to fix this jerky movement?



Thanks.



- voogru.





--


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RE: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Jay Stelly
I'm not sure if it's the issue or not, but I remember a bug like this in
episode 1.  If it's the same issue, then setting smoothstairs to zero
will fix it (but cause other problems).  If that's the case then you
need to add some logic to disable stair smoothing when the player is on
an elevator.

Here's the code from ep1
baseplayer_shared.cpp:

static ConVar smoothstairs( smoothstairs, 1, FCVAR_REPLICATED,
Smooth player eye z coordinate when traversing stairs. );

//--
---
// Handle view smoothing when going up or down stairs
//--
---
void CBasePlayer::SmoothViewOnStairs( Vector eyeOrigin )
{
CBaseEntity *pGroundEntity = GetGroundEntity();
float flCurrentPlayerZ = GetLocalOrigin().z;
float flCurrentPlayerViewOffsetZ = GetViewOffset().z;

// Smooth out stair step ups
// NOTE: Don't want to do this when the ground entity is moving
the player
if ( ( pGroundEntity != NULL  pGroundEntity-GetMoveType() ==
MOVETYPE_NONE )  ( flCurrentPlayerZ != m_flOldPlayerZ ) 
smoothstairs.GetBool() 
 m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ
)
{
int dir = ( flCurrentPlayerZ  m_flOldPlayerZ ) ? 1 :
-1;

float steptime = gpGlobals-frametime;
if (steptime  0)
{
steptime = 0;
}

m_flOldPlayerZ += steptime * 150 * dir;

const float stepSize = 18.0f;

if ( dir  0 )
{
if (m_flOldPlayerZ  flCurrentPlayerZ)
{
m_flOldPlayerZ = flCurrentPlayerZ;
}
if (flCurrentPlayerZ - m_flOldPlayerZ 
stepSize)
{
m_flOldPlayerZ = flCurrentPlayerZ -
stepSize;
}
}
else
{
if (m_flOldPlayerZ  flCurrentPlayerZ)
{
m_flOldPlayerZ = flCurrentPlayerZ;
}
if (flCurrentPlayerZ - m_flOldPlayerZ 
-stepSize)
{
m_flOldPlayerZ = flCurrentPlayerZ +
stepSize;
}
}

eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
}
else
{
m_flOldPlayerZ = flCurrentPlayerZ;
m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ;
}

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
 Sent: Tuesday, June 27, 2006 6:11 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Jerky Movement when player is on
 moving lift/elevator.

 No, but i would give up my first born for it.

 Seriously, i've been trying to fix this for a while now, very
 frustrating

 On 6/28/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] Hello,
 
 
 
  There is apparently a bug with the SDK, that when you are
 on say, a lift or
  an elevator, your movement becomes jerky when the lift is in motion.
  At first I thought it was a problem with some custom
 movement code, so I got
  the base SDK and tried the same map with a lift.
 
 
 
  But no dice, same weird jerky movement issue.
 
 
 
  So, I fired up HL2DM, same map with a lift, smooth as a
 babies bottom, I
  then got the base HL2DM code, tried it, same jerky movement,
 
  and then CS:S, same jerky movement.
 
 
 
  So it appears that valve has applied some fixes to the
 HL2DM code, which I
  have missed out on. Does anyone know how to fix this jerky movement?
 
 
 
  Thanks.
 
 
 
  - voogru.
 
 
 
 
 
  --
 
 
  ___
  To unsubscribe, edit your list preferences, or view the
 list archives, please visit:
  http://list.valvesoftware.com/mailman/listinfo/hlcoders
 
 

 ___
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 archives, please visit:
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Re: [hlcoders] RE: Blood not spawning for attacker?

2006-06-27 Thread Aaron Schiff
--
[ Picked text/plain from multipart/alternative ]
With lag compensation, predicting blood spawning shouldn't really be an
issue (unless cl_predict is 0 [which it shouldn't be]).

--
ts2do
--

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RE: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Spencer 'voogru' MacDonald
That only masks the problem apparently. In hl2dm, it's smooth regardless of
the smoothstairs setting.

-Original Message-
From: Jay Stelly [mailto:[EMAIL PROTECTED]
Sent: Tuesday, June 27, 2006 9:30 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Jerky Movement when player is on moving
lift/elevator.

I'm not sure if it's the issue or not, but I remember a bug like this in
episode 1.  If it's the same issue, then setting smoothstairs to zero
will fix it (but cause other problems).  If that's the case then you
need to add some logic to disable stair smoothing when the player is on
an elevator.

Here's the code from ep1
baseplayer_shared.cpp:

static ConVar smoothstairs( smoothstairs, 1, FCVAR_REPLICATED,
Smooth player eye z coordinate when traversing stairs. );

//--
---
// Handle view smoothing when going up or down stairs
//--
---
void CBasePlayer::SmoothViewOnStairs( Vector eyeOrigin )
{
CBaseEntity *pGroundEntity = GetGroundEntity();
float flCurrentPlayerZ = GetLocalOrigin().z;
float flCurrentPlayerViewOffsetZ = GetViewOffset().z;

// Smooth out stair step ups
// NOTE: Don't want to do this when the ground entity is moving
the player
if ( ( pGroundEntity != NULL  pGroundEntity-GetMoveType() ==
MOVETYPE_NONE )  ( flCurrentPlayerZ != m_flOldPlayerZ ) 
smoothstairs.GetBool() 
 m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ
)
{
int dir = ( flCurrentPlayerZ  m_flOldPlayerZ ) ? 1 :
-1;

float steptime = gpGlobals-frametime;
if (steptime  0)
{
steptime = 0;
}

m_flOldPlayerZ += steptime * 150 * dir;

const float stepSize = 18.0f;

if ( dir  0 )
{
if (m_flOldPlayerZ  flCurrentPlayerZ)
{
m_flOldPlayerZ = flCurrentPlayerZ;
}
if (flCurrentPlayerZ - m_flOldPlayerZ 
stepSize)
{
m_flOldPlayerZ = flCurrentPlayerZ -
stepSize;
}
}
else
{
if (m_flOldPlayerZ  flCurrentPlayerZ)
{
m_flOldPlayerZ = flCurrentPlayerZ;
}
if (flCurrentPlayerZ - m_flOldPlayerZ 
-stepSize)
{
m_flOldPlayerZ = flCurrentPlayerZ +
stepSize;
}
}

eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
}
else
{
m_flOldPlayerZ = flCurrentPlayerZ;
m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ;
}

 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
 Sent: Tuesday, June 27, 2006 6:11 PM
 To: hlcoders@list.valvesoftware.com
 Subject: Re: [hlcoders] Jerky Movement when player is on
 moving lift/elevator.

 No, but i would give up my first born for it.

 Seriously, i've been trying to fix this for a while now, very
 frustrating

 On 6/28/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
  This is a multi-part message in MIME format.
  --
  [ Picked text/plain from multipart/alternative ] Hello,
 
 
 
  There is apparently a bug with the SDK, that when you are
 on say, a lift or
  an elevator, your movement becomes jerky when the lift is in motion.
  At first I thought it was a problem with some custom
 movement code, so I got
  the base SDK and tried the same map with a lift.
 
 
 
  But no dice, same weird jerky movement issue.
 
 
 
  So, I fired up HL2DM, same map with a lift, smooth as a
 babies bottom, I
  then got the base HL2DM code, tried it, same jerky movement,
 
  and then CS:S, same jerky movement.
 
 
 
  So it appears that valve has applied some fixes to the
 HL2DM code, which I
  have missed out on. Does anyone know how to fix this jerky movement?
 
 
 
  Thanks.
 
 
 
  - voogru.
 
 
 
 
 
  --
 
 
  ___
  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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To 

RE: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Jay Stelly
When you say, In hl2dm, it's smooth regardless of the smoothstairs
setting. It sounds like you misunderstand what I'm trying to say.

HL2DM is running the code from episode 1 that I pasted below.
smoothstairs is already disabled when you're on an elevator in HL2DM -
so testing HL2DM isn't going to prove whether this change is the fix or
not - you have to test a mod based on the current SDK code release.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Spencer 'voogru' MacDonald
 Sent: Tuesday, June 27, 2006 7:07 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Jerky Movement when player is on
 moving lift/elevator.

 That only masks the problem apparently. In hl2dm, it's smooth
 regardless of the smoothstairs setting.

 -Original Message-
 From: Jay Stelly [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, June 27, 2006 9:30 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Jerky Movement when player is on
 moving lift/elevator.

 I'm not sure if it's the issue or not, but I remember a bug
 like this in episode 1.  If it's the same issue, then setting
 smoothstairs to zero will fix it (but cause other problems).
 If that's the case then you need to add some logic to disable
 stair smoothing when the player is on an elevator.

 Here's the code from ep1
 baseplayer_shared.cpp:

 static ConVar smoothstairs( smoothstairs, 1,
 FCVAR_REPLICATED, Smooth player eye z coordinate when
 traversing stairs. );

 //
 --
 ---
 // Handle view smoothing when going up or down stairs
 //
 --
 ---
 void CBasePlayer::SmoothViewOnStairs( Vector eyeOrigin ) {
   CBaseEntity *pGroundEntity = GetGroundEntity();
   float flCurrentPlayerZ = GetLocalOrigin().z;
   float flCurrentPlayerViewOffsetZ = GetViewOffset().z;

   // Smooth out stair step ups
   // NOTE: Don't want to do this when the ground entity
 is moving the player
   if ( ( pGroundEntity != NULL 
 pGroundEntity-GetMoveType() == MOVETYPE_NONE )  (
 flCurrentPlayerZ != m_flOldPlayerZ ) 
 smoothstairs.GetBool() 
m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ
 )
   {
   int dir = ( flCurrentPlayerZ  m_flOldPlayerZ ) ? 1 :
 -1;

   float steptime = gpGlobals-frametime;
   if (steptime  0)
   {
   steptime = 0;
   }

   m_flOldPlayerZ += steptime * 150 * dir;

   const float stepSize = 18.0f;

   if ( dir  0 )
   {
   if (m_flOldPlayerZ  flCurrentPlayerZ)
   {
   m_flOldPlayerZ = flCurrentPlayerZ;
   }
   if (flCurrentPlayerZ - m_flOldPlayerZ 
 stepSize)
   {
   m_flOldPlayerZ = flCurrentPlayerZ -
 stepSize;
   }
   }
   else
   {
   if (m_flOldPlayerZ  flCurrentPlayerZ)
   {
   m_flOldPlayerZ = flCurrentPlayerZ;
   }
   if (flCurrentPlayerZ - m_flOldPlayerZ 
 -stepSize)
   {
   m_flOldPlayerZ = flCurrentPlayerZ +
 stepSize;
   }
   }

   eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
   }
   else
   {
   m_flOldPlayerZ = flCurrentPlayerZ;
   m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ;
   }

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
  Sent: Tuesday, June 27, 2006 6:11 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Jerky Movement when player is on moving
  lift/elevator.
 
  No, but i would give up my first born for it.
 
  Seriously, i've been trying to fix this for a while now, very
  frustrating
 
  On 6/28/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] Hello,
  
  
  
   There is apparently a bug with the SDK, that when you are
  on say, a lift or
   an elevator, your movement becomes jerky when the lift is
 in motion.
   At first I thought it was a problem with some custom
  movement code, so I got
   the base SDK and tried the same map with a lift.
  
  
  
   But no dice, same weird jerky movement issue.
  
  
  
   So, I fired up HL2DM, same map with a lift, smooth as a
  babies bottom, I
   then got the base HL2DM code, tried it, same jerky movement,
  
   and then CS:S, same jerky movement.
  
  
  
   So it appears that valve has applied some fixes to the
  HL2DM code, which I
   have missed out on. Does anyone know how to 

RE: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Adam \amckern\ Mckern
Thank you very much Jay for the fix!

I have been side steping the use of elevators in my
levels, becuase of this issue

Now i got a reason to compile a fresh DLL for my play
mod (not nightfall).

Adam

--- Jay Stelly [EMAIL PROTECTED] wrote:

 When you say, In hl2dm, it's smooth regardless of
 the smoothstairs
 setting. It sounds like you misunderstand what I'm
 trying to say.

 HL2DM is running the code from episode 1 that I
 pasted below.
 smoothstairs is already disabled when you're on an
 elevator in HL2DM -
 so testing HL2DM isn't going to prove whether this
 change is the fix or
 not - you have to test a mod based on the current
 SDK code release.


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On
 Behalf Of
  Spencer 'voogru' MacDonald
  Sent: Tuesday, June 27, 2006 7:07 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] Jerky Movement when player
 is on
  moving lift/elevator.
 
  That only masks the problem apparently. In hl2dm,
 it's smooth
  regardless of the smoothstairs setting.
 
  -Original Message-
  From: Jay Stelly [mailto:[EMAIL PROTECTED]
  Sent: Tuesday, June 27, 2006 9:30 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] Jerky Movement when player
 is on
  moving lift/elevator.
 
  I'm not sure if it's the issue or not, but I
 remember a bug
  like this in episode 1.  If it's the same issue,
 then setting
  smoothstairs to zero will fix it (but cause other
 problems).
  If that's the case then you need to add some logic
 to disable
  stair smoothing when the player is on an elevator.
 
  Here's the code from ep1
  baseplayer_shared.cpp:
 
  static ConVar smoothstairs( smoothstairs, 1,
  FCVAR_REPLICATED, Smooth player eye z coordinate
 when
  traversing stairs. );
 
 

//
  --
  ---
  // Handle view smoothing when going up or down
 stairs
 

//
  --
  ---
  void CBasePlayer::SmoothViewOnStairs( Vector
 eyeOrigin ) {
  CBaseEntity *pGroundEntity = GetGroundEntity();
  float flCurrentPlayerZ = GetLocalOrigin().z;
  float flCurrentPlayerViewOffsetZ =
 GetViewOffset().z;
 
  // Smooth out stair step ups
  // NOTE: Don't want to do this when the ground
 entity
  is moving the player
  if ( ( pGroundEntity != NULL 
  pGroundEntity-GetMoveType() == MOVETYPE_NONE ) 
 (
  flCurrentPlayerZ != m_flOldPlayerZ ) 
  smoothstairs.GetBool() 
   m_flOldPlayerViewOffsetZ ==
 flCurrentPlayerViewOffsetZ
  )
  {
  int dir = ( flCurrentPlayerZ  m_flOldPlayerZ )
 ? 1 :
  -1;
 
  float steptime = gpGlobals-frametime;
  if (steptime  0)
  {
  steptime = 0;
  }
 
  m_flOldPlayerZ += steptime * 150 * dir;
 
  const float stepSize = 18.0f;
 
  if ( dir  0 )
  {
  if (m_flOldPlayerZ  flCurrentPlayerZ)
  {
  m_flOldPlayerZ = flCurrentPlayerZ;
  }
  if (flCurrentPlayerZ - m_flOldPlayerZ 
  stepSize)
  {
  m_flOldPlayerZ = flCurrentPlayerZ -
  stepSize;
  }
  }
  else
  {
  if (m_flOldPlayerZ  flCurrentPlayerZ)
  {
  m_flOldPlayerZ = flCurrentPlayerZ;
  }
  if (flCurrentPlayerZ - m_flOldPlayerZ 
  -stepSize)
  {
  m_flOldPlayerZ = flCurrentPlayerZ +
  stepSize;
  }
  }
 
  eyeOrigin[2] += m_flOldPlayerZ -
 flCurrentPlayerZ;
  }
  else
  {
  m_flOldPlayerZ = flCurrentPlayerZ;
  m_flOldPlayerViewOffsetZ =
 flCurrentPlayerViewOffsetZ;
  }
 
   -Original Message-
   From: [EMAIL PROTECTED]
   [mailto:[EMAIL PROTECTED]
 On Behalf Of Teddy
   Sent: Tuesday, June 27, 2006 6:11 PM
   To: hlcoders@list.valvesoftware.com
   Subject: Re: [hlcoders] Jerky Movement when
 player is on moving
   lift/elevator.
  
   No, but i would give up my first born for it.
  
   Seriously, i've been trying to fix this for a
 while now, very
   frustrating
  
   On 6/28/06, Spencer 'voogru' MacDonald
 [EMAIL PROTECTED] wrote:
This is a multi-part message in MIME format.
--
[ Picked text/plain from multipart/alternative
 ] Hello,
   
   
   
There is apparently a bug with the SDK, that
 when you are
   on say, a lift or
an elevator, your movement becomes jerky when
 the lift is
  in motion.
At first I thought it was a problem with some
 custom
   movement code, so I got
the base SDK and tried the same map with a
 lift.
   
   
   
But no dice, same weird jerky movement issue.
  

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Teddy

I just did a test on an elevator in Dystopia using smoothstairs 0,
unfortunately the problem still persists.

I noticed when this jerking is taking place there's prediction errors,
further investigation shows it's getting a pred error in
C_BaseEntity::m_vecNetworkOrigin, so I've been looking through the
movement code for answers, to no avail.

On 6/28/06, Jay Stelly [EMAIL PROTECTED] wrote:

When you say, In hl2dm, it's smooth regardless of the smoothstairs
setting. It sounds like you misunderstand what I'm trying to say.

HL2DM is running the code from episode 1 that I pasted below.
smoothstairs is already disabled when you're on an elevator in HL2DM -
so testing HL2DM isn't going to prove whether this change is the fix or
not - you have to test a mod based on the current SDK code release.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Spencer 'voogru' MacDonald
 Sent: Tuesday, June 27, 2006 7:07 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Jerky Movement when player is on
 moving lift/elevator.

 That only masks the problem apparently. In hl2dm, it's smooth
 regardless of the smoothstairs setting.

 -Original Message-
 From: Jay Stelly [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, June 27, 2006 9:30 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Jerky Movement when player is on
 moving lift/elevator.

 I'm not sure if it's the issue or not, but I remember a bug
 like this in episode 1.  If it's the same issue, then setting
 smoothstairs to zero will fix it (but cause other problems).
 If that's the case then you need to add some logic to disable
 stair smoothing when the player is on an elevator.

 Here's the code from ep1
 baseplayer_shared.cpp:

 static ConVar smoothstairs( smoothstairs, 1,
 FCVAR_REPLICATED, Smooth player eye z coordinate when
 traversing stairs. );

 //
 --
 ---
 // Handle view smoothing when going up or down stairs
 //
 --
 ---
 void CBasePlayer::SmoothViewOnStairs( Vector eyeOrigin ) {
   CBaseEntity *pGroundEntity = GetGroundEntity();
   float flCurrentPlayerZ = GetLocalOrigin().z;
   float flCurrentPlayerViewOffsetZ = GetViewOffset().z;

   // Smooth out stair step ups
   // NOTE: Don't want to do this when the ground entity
 is moving the player
   if ( ( pGroundEntity != NULL 
 pGroundEntity-GetMoveType() == MOVETYPE_NONE )  (
 flCurrentPlayerZ != m_flOldPlayerZ ) 
 smoothstairs.GetBool() 
m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ
 )
   {
   int dir = ( flCurrentPlayerZ  m_flOldPlayerZ ) ? 1 :
 -1;

   float steptime = gpGlobals-frametime;
   if (steptime  0)
   {
   steptime = 0;
   }

   m_flOldPlayerZ += steptime * 150 * dir;

   const float stepSize = 18.0f;

   if ( dir  0 )
   {
   if (m_flOldPlayerZ  flCurrentPlayerZ)
   {
   m_flOldPlayerZ = flCurrentPlayerZ;
   }
   if (flCurrentPlayerZ - m_flOldPlayerZ 
 stepSize)
   {
   m_flOldPlayerZ = flCurrentPlayerZ -
 stepSize;
   }
   }
   else
   {
   if (m_flOldPlayerZ  flCurrentPlayerZ)
   {
   m_flOldPlayerZ = flCurrentPlayerZ;
   }
   if (flCurrentPlayerZ - m_flOldPlayerZ 
 -stepSize)
   {
   m_flOldPlayerZ = flCurrentPlayerZ +
 stepSize;
   }
   }

   eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
   }
   else
   {
   m_flOldPlayerZ = flCurrentPlayerZ;
   m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ;
   }

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
  Sent: Tuesday, June 27, 2006 6:11 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Jerky Movement when player is on moving
  lift/elevator.
 
  No, but i would give up my first born for it.
 
  Seriously, i've been trying to fix this for a while now, very
  frustrating
 
  On 6/28/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:
   This is a multi-part message in MIME format.
   --
   [ Picked text/plain from multipart/alternative ] Hello,
  
  
  
   There is apparently a bug with the SDK, that when you are
  on say, a lift or
   an elevator, your movement becomes jerky when the lift is
 in motion.
   At first I thought it was a problem with some custom
  movement code, so I got
   the base SDK and tried the same map with 

[hlcoders] Adding sv_showimpacts to HL2DM mod.

2006-06-27 Thread Jed

Is there any simple(ish) way to add sv_showimpacts (as found in CS:S)
to a third party HL2DM  mod or something similar?

We're currently trying to debug a lag/prediction problem and having
this would be very handy.

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RE: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Spencer 'voogru' MacDonald
Ah, my mistake.

I see what you meant, I put in your code and it seems to solve a majority of
the problem.

Though, for some reason it still 'feels' different than from HL2DM, the lift
in HL2DM is much smoother still.

I have applied the fix to the Base SDK code to isolate anything we might
have changed with the movement code that could be affecting it.

The easiest way for me to describe it, within HL2DM, if you pay close
attention to the lift, the lift will not appear to jitter up and down.

In the base SDK with the fix, the lift appears to jitters up and down very
slightly. Are there any other optimizations/fixes that have been applied?

Thanks.

- voogru.

-Original Message-
From: Jay Stelly [mailto:[EMAIL PROTECTED]
Sent: Tuesday, June 27, 2006 10:24 PM
To: hlcoders@list.valvesoftware.com
Subject: RE: [hlcoders] Jerky Movement when player is on moving
lift/elevator.

When you say, In hl2dm, it's smooth regardless of the smoothstairs
setting. It sounds like you misunderstand what I'm trying to say.

HL2DM is running the code from episode 1 that I pasted below.
smoothstairs is already disabled when you're on an elevator in HL2DM -
so testing HL2DM isn't going to prove whether this change is the fix or
not - you have to test a mod based on the current SDK code release.


 -Original Message-
 From: [EMAIL PROTECTED]
 [mailto:[EMAIL PROTECTED] On Behalf Of
 Spencer 'voogru' MacDonald
 Sent: Tuesday, June 27, 2006 7:07 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Jerky Movement when player is on
 moving lift/elevator.

 That only masks the problem apparently. In hl2dm, it's smooth
 regardless of the smoothstairs setting.

 -Original Message-
 From: Jay Stelly [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, June 27, 2006 9:30 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Jerky Movement when player is on
 moving lift/elevator.

 I'm not sure if it's the issue or not, but I remember a bug
 like this in episode 1.  If it's the same issue, then setting
 smoothstairs to zero will fix it (but cause other problems).
 If that's the case then you need to add some logic to disable
 stair smoothing when the player is on an elevator.

 Here's the code from ep1
 baseplayer_shared.cpp:

 static ConVar smoothstairs( smoothstairs, 1,
 FCVAR_REPLICATED, Smooth player eye z coordinate when
 traversing stairs. );

 //
 --
 ---
 // Handle view smoothing when going up or down stairs
 //
 --
 ---
 void CBasePlayer::SmoothViewOnStairs( Vector eyeOrigin ) {
   CBaseEntity *pGroundEntity = GetGroundEntity();
   float flCurrentPlayerZ = GetLocalOrigin().z;
   float flCurrentPlayerViewOffsetZ = GetViewOffset().z;

   // Smooth out stair step ups
   // NOTE: Don't want to do this when the ground entity
 is moving the player
   if ( ( pGroundEntity != NULL 
 pGroundEntity-GetMoveType() == MOVETYPE_NONE )  (
 flCurrentPlayerZ != m_flOldPlayerZ ) 
 smoothstairs.GetBool() 
m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ
 )
   {
   int dir = ( flCurrentPlayerZ  m_flOldPlayerZ ) ? 1 :
 -1;

   float steptime = gpGlobals-frametime;
   if (steptime  0)
   {
   steptime = 0;
   }

   m_flOldPlayerZ += steptime * 150 * dir;

   const float stepSize = 18.0f;

   if ( dir  0 )
   {
   if (m_flOldPlayerZ  flCurrentPlayerZ)
   {
   m_flOldPlayerZ = flCurrentPlayerZ;
   }
   if (flCurrentPlayerZ - m_flOldPlayerZ 
 stepSize)
   {
   m_flOldPlayerZ = flCurrentPlayerZ -
 stepSize;
   }
   }
   else
   {
   if (m_flOldPlayerZ  flCurrentPlayerZ)
   {
   m_flOldPlayerZ = flCurrentPlayerZ;
   }
   if (flCurrentPlayerZ - m_flOldPlayerZ 
 -stepSize)
   {
   m_flOldPlayerZ = flCurrentPlayerZ +
 stepSize;
   }
   }

   eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
   }
   else
   {
   m_flOldPlayerZ = flCurrentPlayerZ;
   m_flOldPlayerViewOffsetZ = flCurrentPlayerViewOffsetZ;
   }

  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of Teddy
  Sent: Tuesday, June 27, 2006 6:11 PM
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Jerky Movement when player is on moving
  lift/elevator.
 
  No, but i would give up my first born for it.
 
  Seriously, i've been trying to fix this for a 

Re: [hlcoders] Jerky Movement when player is on moving lift/elevator.

2006-06-27 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
Well I have a solution to these issues, Valve should release the code
updates.
Our rotting code becomes more unstable each engine update it seems.

On 6/27/06, Spencer 'voogru' MacDonald [EMAIL PROTECTED] wrote:

 Ah, my mistake.

 I see what you meant, I put in your code and it seems to solve a majority
 of
 the problem.

 Though, for some reason it still 'feels' different than from HL2DM, the
 lift
 in HL2DM is much smoother still.

 I have applied the fix to the Base SDK code to isolate anything we might
 have changed with the movement code that could be affecting it.

 The easiest way for me to describe it, within HL2DM, if you pay close
 attention to the lift, the lift will not appear to jitter up and down.

 In the base SDK with the fix, the lift appears to jitters up and down very
 slightly. Are there any other optimizations/fixes that have been applied?

 Thanks.

 - voogru.

 -Original Message-
 From: Jay Stelly [mailto:[EMAIL PROTECTED]
 Sent: Tuesday, June 27, 2006 10:24 PM
 To: hlcoders@list.valvesoftware.com
 Subject: RE: [hlcoders] Jerky Movement when player is on moving
 lift/elevator.

 When you say, In hl2dm, it's smooth regardless of the smoothstairs
 setting. It sounds like you misunderstand what I'm trying to say.

 HL2DM is running the code from episode 1 that I pasted below.
 smoothstairs is already disabled when you're on an elevator in HL2DM -
 so testing HL2DM isn't going to prove whether this change is the fix or
 not - you have to test a mod based on the current SDK code release.


  -Original Message-
  From: [EMAIL PROTECTED]
  [mailto:[EMAIL PROTECTED] On Behalf Of
  Spencer 'voogru' MacDonald
  Sent: Tuesday, June 27, 2006 7:07 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] Jerky Movement when player is on
  moving lift/elevator.
 
  That only masks the problem apparently. In hl2dm, it's smooth
  regardless of the smoothstairs setting.
 
  -Original Message-
  From: Jay Stelly [mailto:[EMAIL PROTECTED]
  Sent: Tuesday, June 27, 2006 9:30 PM
  To: hlcoders@list.valvesoftware.com
  Subject: RE: [hlcoders] Jerky Movement when player is on
  moving lift/elevator.
 
  I'm not sure if it's the issue or not, but I remember a bug
  like this in episode 1.  If it's the same issue, then setting
  smoothstairs to zero will fix it (but cause other problems).
  If that's the case then you need to add some logic to disable
  stair smoothing when the player is on an elevator.
 
  Here's the code from ep1
  baseplayer_shared.cpp:
 
  static ConVar smoothstairs( smoothstairs, 1,
  FCVAR_REPLICATED, Smooth player eye z coordinate when
  traversing stairs. );
 
  //
  --
  ---
  // Handle view smoothing when going up or down stairs
  //
  --
  ---
  void CBasePlayer::SmoothViewOnStairs( Vector eyeOrigin ) {
CBaseEntity *pGroundEntity = GetGroundEntity();
float flCurrentPlayerZ = GetLocalOrigin().z;
float flCurrentPlayerViewOffsetZ = GetViewOffset().z;
 
// Smooth out stair step ups
// NOTE: Don't want to do this when the ground entity
  is moving the player
if ( ( pGroundEntity != NULL 
  pGroundEntity-GetMoveType() == MOVETYPE_NONE )  (
  flCurrentPlayerZ != m_flOldPlayerZ ) 
  smoothstairs.GetBool() 
 m_flOldPlayerViewOffsetZ == flCurrentPlayerViewOffsetZ
  )
{
int dir = ( flCurrentPlayerZ  m_flOldPlayerZ ) ? 1 :
  -1;
 
float steptime = gpGlobals-frametime;
if (steptime  0)
{
steptime = 0;
}
 
m_flOldPlayerZ += steptime * 150 * dir;
 
const float stepSize = 18.0f;
 
if ( dir  0 )
{
if (m_flOldPlayerZ  flCurrentPlayerZ)
{
m_flOldPlayerZ = flCurrentPlayerZ;
}
if (flCurrentPlayerZ - m_flOldPlayerZ 
  stepSize)
{
m_flOldPlayerZ = flCurrentPlayerZ -
  stepSize;
}
}
else
{
if (m_flOldPlayerZ  flCurrentPlayerZ)
{
m_flOldPlayerZ = flCurrentPlayerZ;
}
if (flCurrentPlayerZ - m_flOldPlayerZ 
  -stepSize)
{
m_flOldPlayerZ = flCurrentPlayerZ +
  stepSize;
}
}
 
eyeOrigin[2] += m_flOldPlayerZ - flCurrentPlayerZ;
}
else
{
m_flOldPlayerZ = flCurrentPlayerZ;
m_flOldPlayerViewOffsetZ =