Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Paul Peloski
--
[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery

I think Yahn said that if you remove the lines mentioned here, it fixes
jittery NPCs in demos?

On 1/15/07, Nate Nichols [EMAIL PROTECTED] wrote:

 I put up a video on YouTube of the animation glitching I'm
 experiencing when trying to record a demo.  It's the opening for EP1:
 http://youtube.com/watch?v=sAjBTfAnIIo

 Looking back at the mailing list archives, I think Vitaliy Protasov
 first described the problem following the big August 4 SDK update.

 I've looked through the available code, but was unable to find much
 help regarding demo recording.  (The record and stop ConVars, for
 example, aren't setup anywhere.)  There is a IsRecordingDemo()
 declared in cdll_int.h, but I think it's definition is out of the SDK,
 and it's not called anywhere.  (I was hoping to find an

 if (engine-IsRecordingDemo())
 {
AnimationFreakOut();
 }

 call somewhere that I could comment out, but no luck.)

 So, this looks like something that used to work and was inadvertently
 broken in the August SDK update.

 I don't know if this is the same problem with animation that Adam is
 experiencing or not.

 Mike, I'm sure you have a very full plate right now, but do you have
 any idea what would be causing this problem, or what it would take to
 fix it?  I assume that recording demos works within Valve, and there
 is some discrepancy between your code and ours.

 Thanks a lot for any help,
 Nate

 PS: I want recording demos to work because we could automate a big
 part of the News at Seven production chain and obviate the need for a
 second video-capturing machine, but I assume it would be useful to
 other modders as well.  Thanks again.

 On 12/01/07, Adam amckern Mckern [EMAIL PROTECTED] wrote:
  I have the same problem, but my anims (mostly guns)
  are all courpted the first time i built the mod code -
  with default settings.
 
  Adam
 
 
  --- Nate Nichols [EMAIL PROTECTED] wrote:
 
   Hi,
  
   On the two machines I've tried it on (one of which
   is full of my
   modding stuff and the other which is a clean
   HL2/HL2:EP1 install), the
   record command works correctly in Half-Life 2, and
   munges animations
   and other things in Episode 1 and my mod.  The
   animations jump all
   around, NPCs looking at targets are spasmodic, etc.
   Changing my mod's
   AppID from 215 to 220 doesn't fix anything.  I can
   record a demo video
   if it would help.
  
   Has anyone else experienced this or have any idea
   why record/demos in
   general would break between HL2 and EP1?
  
   Thanks and have a nice weekend,
   Nate
  
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Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Nate Nichols

Paul,

That completely fixed it, thanks a lot for the pointer.  I was
thinking/hoping it would be an easy fix.  I should've thought to check
the SDK Known Issues.

Thanks again.

Best,
Nate

On 16/01/07, Paul Peloski [EMAIL PROTECTED] wrote:

--
[ Picked text/plain from multipart/alternative ]
http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery

I think Yahn said that if you remove the lines mentioned here, it fixes
jittery NPCs in demos?

On 1/15/07, Nate Nichols [EMAIL PROTECTED] wrote:

 I put up a video on YouTube of the animation glitching I'm
 experiencing when trying to record a demo.  It's the opening for EP1:
 http://youtube.com/watch?v=sAjBTfAnIIo

 Looking back at the mailing list archives, I think Vitaliy Protasov
 first described the problem following the big August 4 SDK update.

 I've looked through the available code, but was unable to find much
 help regarding demo recording.  (The record and stop ConVars, for
 example, aren't setup anywhere.)  There is a IsRecordingDemo()
 declared in cdll_int.h, but I think it's definition is out of the SDK,
 and it's not called anywhere.  (I was hoping to find an

 if (engine-IsRecordingDemo())
 {
AnimationFreakOut();
 }

 call somewhere that I could comment out, but no luck.)

 So, this looks like something that used to work and was inadvertently
 broken in the August SDK update.

 I don't know if this is the same problem with animation that Adam is
 experiencing or not.

 Mike, I'm sure you have a very full plate right now, but do you have
 any idea what would be causing this problem, or what it would take to
 fix it?  I assume that recording demos works within Valve, and there
 is some discrepancy between your code and ours.

 Thanks a lot for any help,
 Nate

 PS: I want recording demos to work because we could automate a big
 part of the News at Seven production chain and obviate the need for a
 second video-capturing machine, but I assume it would be useful to
 other modders as well.  Thanks again.

 On 12/01/07, Adam amckern Mckern [EMAIL PROTECTED] wrote:
  I have the same problem, but my anims (mostly guns)
  are all courpted the first time i built the mod code -
  with default settings.
 
  Adam
 
 
  --- Nate Nichols [EMAIL PROTECTED] wrote:
 
   Hi,
  
   On the two machines I've tried it on (one of which
   is full of my
   modding stuff and the other which is a clean
   HL2/HL2:EP1 install), the
   record command works correctly in Half-Life 2, and
   munges animations
   and other things in Episode 1 and my mod.  The
   animations jump all
   around, NPCs looking at targets are spasmodic, etc.
   Changing my mod's
   AppID from 215 to 220 doesn't fix anything.  I can
   record a demo video
   if it would help.
  
   Has anyone else experienced this or have any idea
   why record/demos in
   general would break between HL2 and EP1?
  
   Thanks and have a nice weekend,
   Nate
  
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   the list archives, please visit:
  
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Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Adam \amckern\ Mckern
Thanks!

Putting the '!' back fixed my issues.

Adam


--- Paul Peloski [EMAIL PROTECTED] wrote:

 --
 [ Picked text/plain from multipart/alternative ]

http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Animations_are_jittery

 I think Yahn said that if you remove the lines
 mentioned here, it fixes
 jittery NPCs in demos?

 On 1/15/07, Nate Nichols [EMAIL PROTECTED]
 wrote:
 
  I put up a video on YouTube of the animation
 glitching I'm
  experiencing when trying to record a demo.  It's
 the opening for EP1:
  http://youtube.com/watch?v=sAjBTfAnIIo
 
  Looking back at the mailing list archives, I think
 Vitaliy Protasov
  first described the problem following the big
 August 4 SDK update.
 
  I've looked through the available code, but was
 unable to find much
  help regarding demo recording.  (The record and
 stop ConVars, for
  example, aren't setup anywhere.)  There is a
 IsRecordingDemo()
  declared in cdll_int.h, but I think it's
 definition is out of the SDK,
  and it's not called anywhere.  (I was hoping to
 find an
 
  if (engine-IsRecordingDemo())
  {
 AnimationFreakOut();
  }
 
  call somewhere that I could comment out, but no
 luck.)
 
  So, this looks like something that used to work
 and was inadvertently
  broken in the August SDK update.
 
  I don't know if this is the same problem with
 animation that Adam is
  experiencing or not.
 
  Mike, I'm sure you have a very full plate right
 now, but do you have
  any idea what would be causing this problem, or
 what it would take to
  fix it?  I assume that recording demos works
 within Valve, and there
  is some discrepancy between your code and ours.
 
  Thanks a lot for any help,
  Nate
 
  PS: I want recording demos to work because we
 could automate a big
  part of the News at Seven production chain and
 obviate the need for a
  second video-capturing machine, but I assume it
 would be useful to
  other modders as well.  Thanks again.
 
  On 12/01/07, Adam amckern Mckern
 [EMAIL PROTECTED] wrote:
   I have the same problem, but my anims (mostly
 guns)
   are all courpted the first time i built the mod
 code -
   with default settings.
  
   Adam
  
  
   --- Nate Nichols [EMAIL PROTECTED] wrote:
  
Hi,
   
On the two machines I've tried it on (one of
 which
is full of my
modding stuff and the other which is a clean
HL2/HL2:EP1 install), the
record command works correctly in Half-Life 2,
 and
munges animations
and other things in Episode 1 and my mod.  The
animations jump all
around, NPCs looking at targets are spasmodic,
 etc.
Changing my mod's
AppID from 215 to 220 doesn't fix anything.  I
 can
record a demo video
if it would help.
   
Has anyone else experienced this or have any
 idea
why record/demos in
general would break between HL2 and EP1?
   
Thanks and have a nice weekend,
Nate
   
   
 ___
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 view
the list archives, please visit:
   
  

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Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Vitaliy Protasov

Yea, I'm still didn't earing about any solution to fix out that buggy
anims...
A lot of time travel off from August...

So Valve must looking at that problem and add somewhere // TODO :
Cause that's not a deal!!! :(

Where are you? Yahn, Jay, Mike...

Thanks.
--
Vitaliy Protasov.

Nate Nichols wrote :


Message: 2
Date: Mon, 15 Jan 2007 18:09:57 -0600
From: Nate Nichols [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Recording demos broken in EP1?
Reply-To: hlcoders@list.valvesoftware.com



I put up a video on YouTube of the animation glitching I'm
experiencing when trying to record a demo. It's the opening for EP1:
http://youtube.com/watch?v=sAjBTfAnIIo



Looking back at the mailing list archives, I think Vitaliy Protasov
first described the problem following the big August 4 SDK update.



I've looked through the available code, but was unable to find much
help regarding demo recording. (The record and stop ConVars, for
example, aren't setup anywhere.) There is a IsRecordingDemo()
declared in cdll_int.h, but I think it's definition is out of the SDK,
and it's not called anywhere. (I was hoping to find an



...



call somewhere that I could comment out, but no luck.)



So, this looks like something that used to work and was inadvertently
broken in the August SDK update.



I don't know if this is the same problem with animation that Adam is
experiencing or not.



Mike, I'm sure you have a very full plate right now, but do you have
any idea what would be causing this problem, or what it would take to
fix it? I assume that recording demos works within Valve, and there
is some discrepancy between your code and ours.



Thanks a lot for any help,
Nate.



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Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Nate Nichols

Vitaliy,

Are you saying that removing the ! as per the wiki instructions didn't
fix your jittery animations?

Nate

On 16/01/07, Vitaliy Protasov [EMAIL PROTECTED] wrote:

Yea, I'm still didn't earing about any solution to fix out that buggy
anims...
A lot of time travel off from August...

So Valve must looking at that problem and add somewhere // TODO :
Cause that's not a deal!!! :(

Where are you? Yahn, Jay, Mike...

Thanks.
--
Vitaliy Protasov.

Nate Nichols wrote :

Message: 2
Date: Mon, 15 Jan 2007 18:09:57 -0600
From: Nate Nichols [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Recording demos broken in EP1?
Reply-To: hlcoders@list.valvesoftware.com

I put up a video on YouTube of the animation glitching I'm
experiencing when trying to record a demo. It's the opening for EP1:
http://youtube.com/watch?v=sAjBTfAnIIo

Looking back at the mailing list archives, I think Vitaliy Protasov
first described the problem following the big August 4 SDK update.

I've looked through the available code, but was unable to find much
help regarding demo recording. (The record and stop ConVars, for
example, aren't setup anywhere.) There is a IsRecordingDemo()
declared in cdll_int.h, but I think it's definition is out of the SDK,
and it's not called anywhere. (I was hoping to find an

...

call somewhere that I could comment out, but no luck.)

So, this looks like something that used to work and was inadvertently
broken in the August SDK update.

I don't know if this is the same problem with animation that Adam is
experiencing or not.

Mike, I'm sure you have a very full plate right now, but do you have
any idea what would be causing this problem, or what it would take to
fix it? I assume that recording demos works within Valve, and there
is some discrepancy between your code and ours.

Thanks a lot for any help,
Nate.


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visit:
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Re: [hlcoders] Recording demos broken in EP1?

2007-01-16 Thread Adam \amckern\ Mckern
Its removed by default in the ep1 code - i had to add
it back for it to fix/work

Adam

--- Nate Nichols [EMAIL PROTECTED] wrote:

 Vitaliy,

 Are you saying that removing the ! as per the wiki
 instructions didn't
 fix your jittery animations?

 Nate

 On 16/01/07, Vitaliy Protasov
 [EMAIL PROTECTED] wrote:
  Yea, I'm still didn't earing about any solution to
 fix out that buggy
  anims...
  A lot of time travel off from August...
 
  So Valve must looking at that problem and add
 somewhere // TODO :
  Cause that's not a deal!!! :(
 
  Where are you? Yahn, Jay, Mike...
 
  Thanks.
  --
  Vitaliy Protasov.
 
  Nate Nichols wrote :
 
  Message: 2
  Date: Mon, 15 Jan 2007 18:09:57 -0600
  From: Nate Nichols [EMAIL PROTECTED]
  To: hlcoders@list.valvesoftware.com
  Subject: Re: [hlcoders] Recording demos broken in
 EP1?
  Reply-To: hlcoders@list.valvesoftware.com
 
  I put up a video on YouTube of the animation
 glitching I'm
  experiencing when trying to record a demo. It's
 the opening for EP1:
  http://youtube.com/watch?v=sAjBTfAnIIo
 
  Looking back at the mailing list archives, I
 think Vitaliy Protasov
  first described the problem following the big
 August 4 SDK update.
 
  I've looked through the available code, but was
 unable to find much
  help regarding demo recording. (The record and
 stop ConVars, for
  example, aren't setup anywhere.) There is a
 IsRecordingDemo()
  declared in cdll_int.h, but I think it's
 definition is out of the SDK,
  and it's not called anywhere. (I was hoping to
 find an
 
  ...
 
  call somewhere that I could comment out, but no
 luck.)
 
  So, this looks like something that used to work
 and was inadvertently
  broken in the August SDK update.
 
  I don't know if this is the same problem with
 animation that Adam is
  experiencing or not.
 
  Mike, I'm sure you have a very full plate right
 now, but do you have
  any idea what would be causing this problem, or
 what it would take to
  fix it? I assume that recording demos works
 within Valve, and there
  is some discrepancy between your code and ours.
 
  Thanks a lot for any help,
  Nate.
 
 
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Re: [hlcoders] Recording demos broken in EP1?

2007-01-15 Thread Nate Nichols

I put up a video on YouTube of the animation glitching I'm
experiencing when trying to record a demo.  It's the opening for EP1:
http://youtube.com/watch?v=sAjBTfAnIIo

Looking back at the mailing list archives, I think Vitaliy Protasov
first described the problem following the big August 4 SDK update.

I've looked through the available code, but was unable to find much
help regarding demo recording.  (The record and stop ConVars, for
example, aren't setup anywhere.)  There is a IsRecordingDemo()
declared in cdll_int.h, but I think it's definition is out of the SDK,
and it's not called anywhere.  (I was hoping to find an

if (engine-IsRecordingDemo())
{
  AnimationFreakOut();
}

call somewhere that I could comment out, but no luck.)

So, this looks like something that used to work and was inadvertently
broken in the August SDK update.

I don't know if this is the same problem with animation that Adam is
experiencing or not.

Mike, I'm sure you have a very full plate right now, but do you have
any idea what would be causing this problem, or what it would take to
fix it?  I assume that recording demos works within Valve, and there
is some discrepancy between your code and ours.

Thanks a lot for any help,
Nate

PS: I want recording demos to work because we could automate a big
part of the News at Seven production chain and obviate the need for a
second video-capturing machine, but I assume it would be useful to
other modders as well.  Thanks again.

On 12/01/07, Adam amckern Mckern [EMAIL PROTECTED] wrote:

I have the same problem, but my anims (mostly guns)
are all courpted the first time i built the mod code -
with default settings.

Adam


--- Nate Nichols [EMAIL PROTECTED] wrote:

 Hi,

 On the two machines I've tried it on (one of which
 is full of my
 modding stuff and the other which is a clean
 HL2/HL2:EP1 install), the
 record command works correctly in Half-Life 2, and
 munges animations
 and other things in Episode 1 and my mod.  The
 animations jump all
 around, NPCs looking at targets are spasmodic, etc.
 Changing my mod's
 AppID from 215 to 220 doesn't fix anything.  I can
 record a demo video
 if it would help.

 Has anyone else experienced this or have any idea
 why record/demos in
 general would break between HL2 and EP1?

 Thanks and have a nice weekend,
 Nate

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Re: [hlcoders] Recording demos broken in EP1?

2007-01-12 Thread Adam \amckern\ Mckern
I have the same problem, but my anims (mostly guns)
are all courpted the first time i built the mod code -
with default settings.

Adam


--- Nate Nichols [EMAIL PROTECTED] wrote:

 Hi,

 On the two machines I've tried it on (one of which
 is full of my
 modding stuff and the other which is a clean
 HL2/HL2:EP1 install), the
 record command works correctly in Half-Life 2, and
 munges animations
 and other things in Episode 1 and my mod.  The
 animations jump all
 around, NPCs looking at targets are spasmodic, etc.
 Changing my mod's
 AppID from 215 to 220 doesn't fix anything.  I can
 record a demo video
 if it would help.

 Has anyone else experienced this or have any idea
 why record/demos in
 general would break between HL2 and EP1?

 Thanks and have a nice weekend,
 Nate

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