Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread John Sheu
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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Garry Newman

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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry

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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Garry Newman

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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Maurino Berry

:)

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

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RE: [hlcoders] Blood not spawning for attacker?

2006-06-26 Thread Chris Janes
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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread John Sheu
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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread bloodykenny
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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread John Sheu
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

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread Michael Kramer
--
[ Picked text/plain from multipart/alternative ]
Are you sure that you are calling the effect on the server? And not just the
client?
--

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Re: [hlcoders] Blood not spawning for attacker?

2006-06-25 Thread Justin Krenz

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

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