Re: [hlcoders] Blood not spawning for attacker?
On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 then you definitely have a prediction problem. On 6/26/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -John Sheu ___ 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
Re: [hlcoders] Blood not spawning for attacker?
I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see any, unless ofcourse I have cl_predict 0 From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:30:07 +0100 Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 then you definitely have a prediction problem. On 6/26/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -John Sheu ___ 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 _ Fashion, food, romance in Sympatico / MSN Lifestyle http://lifestyle.sympatico.msn.ca/Home/ ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
The NPC stuff is probably because the blood colour variable isn't networked by default. On 6/26/06, Maurino Berry [EMAIL PROTECTED] wrote: I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see any, unless ofcourse I have cl_predict 0 From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:30:07 +0100 Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 then you definitely have a prediction problem. On 6/26/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -John Sheu ___ 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 _ Fashion, food, romance in Sympatico / MSN Lifestyle http://lifestyle.sympatico.msn.ca/Home/ ___ 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
Re: [hlcoders] Blood not spawning for attacker?
:) I thought of that myself before I posted here and added it to the combatcharacter network table but with no avail. From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:49:44 +0100 The NPC stuff is probably because the blood colour variable isn't networked by default. On 6/26/06, Maurino Berry [EMAIL PROTECTED] wrote: I've got the same problem, but it's weird because I see blood when I shoot other players, but if it's a zombie or some other living entitiy I don't see any, unless ofcourse I have cl_predict 0 From: Garry Newman [EMAIL PROTECTED] Reply-To: hlcoders@list.valvesoftware.com To: hlcoders@list.valvesoftware.com Subject: Re: [hlcoders] Blood not spawning for attacker? Date: Mon, 26 Jun 2006 10:30:07 +0100 Chances are that the client isn't showing blood because you're on the same `team' and the client isn't realizing that there aren't any teams. Best thing to do is trace what it does on the client and see why it isn't doing what you expect it to. John was right - if it works with cl_predict 0 then you definitely have a prediction problem. On 6/26/06, John Sheu [EMAIL PROTECTED] wrote: On Sunday 25 June 2006 11:44 pm, Justin Krenz wrote: The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: I'd make mega-sure that this isn't another prediction mixup before I'd do that :-P -John Sheu ___ 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 _ Fashion, food, romance in Sympatico / MSN Lifestyle http://lifestyle.sympatico.msn.ca/Home/ ___ 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 _ Auto news advice check out Sympatico / MSN Autos http://en.autos.sympatico.msn.ca/Default.aspx ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
RE: [hlcoders] Blood not spawning for attacker?
We had a similar issue but with projectile weapons, the DispatchTraceAttack call in FireBullet was only being made on the server - we only figured it out by looking at how our melee and projectile weapons differed (the melee showed blood sprays correctly to everyone). Assuming that you're using fairly standard melee weapon code, be sure that the call to tr.m_pEnt-DispatchTraceAttack in Hit is called on both client and server. -Original Message- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Imperio59 Subject: [hlcoders] Blood not spawning for attacker? Hi, I was working on a new melee weapon for our mod Caliber when I ran across this. I've been debugging left and right all night trying to understand why the blood and the spark effects I do in TraceAttack(by default) and OnTakeDamage don't show up when you're the person attacking. I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. I'm at a loss to understand this... Is this a known bug Valve? Is there a fix for it? Has anyone else run into this? Am I having coder hallucinations at 3:20am again? Thanks in advance Imperio59 ___ 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
Re: [hlcoders] Blood not spawning for attacker?
A one-off starter guess: try turning off client-side weapon prediction (cl_predict 0) and check if that gives you different behavior. -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
This is a bug in HL2DM as well. The blood spatters on the wall don't appear for your own blood. At 2006/06/25 08:24 PM, you wrote: Hi, I was working on a new melee weapon for our mod Caliber when I ran across this. I've been debugging left and right all night trying to understand why the blood and the spark effects I do in TraceAttack(by default) and OnTakeDamage don't show up when you're the person attacking. I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. I'm at a loss to understand this... Is this a known bug Valve? Is there a fix for it? Has anyone else run into this? Am I having coder hallucinations at 3:20am again? Thanks in advance Imperio59 ___ 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
Re: [hlcoders] Blood not spawning for attacker?
On Sunday 25 June 2006 9:05 pm, [EMAIL PROTECTED] wrote: This is a bug in HL2DM as well. The blood spatters on the wall don't appear for your own blood. On Sunday 25 June 2006 8:24 pm, Imperio59 wrote: I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. As far as I can tell, he _is_ getting blood decals for his own blood, but not for blood caused by him. (And sparks too.) -John Sheu ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
-- [ Picked text/plain from multipart/alternative ] Are you sure that you are calling the effect on the server? And not just the client? -- ___ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders
Re: [hlcoders] Blood not spawning for attacker?
The way I fixed this was to go to CBaseEntity::ImpactTrace(...) in baseentity_shared.cpp, after if (!pCustomImpactName), place another if to check if this entity is a player and do a blood impact if yes: if (!pCustomImpactName) { if (IsPlayer()) DispatchEffect(bloodimpact, data); else DispatchEffect(Impact,data); } Imperio59 wrote: Hi, I was working on a new melee weapon for our mod Caliber when I ran across this. I've been debugging left and right all night trying to understand why the blood and the spark effects I do in TraceAttack(by default) and OnTakeDamage don't show up when you're the person attacking. I ran tests with two computers to figure out if this was the bot code causing this (as I run tests with the default SDK bots) and it is the same: If i'm the one being attacked I see the blood decals and the spark effects, but if i'm the one attacking I don't see any blood decals or sparks, even though I hear the spark sounds for the sparks... I checked the code, it gets run on both sides (Server's DispatchEffect and Client's EffectCallback) so that rules out any network oddities I guess. I'm at a loss to understand this... Is this a known bug Valve? Is there a fix for it? Has anyone else run into this? Am I having coder hallucinations at 3:20am again? Thanks in advance Imperio59 ___ 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