Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-09 Thread REBEL

I wish it's some model issue because I'm not aware of any modification in
the muzzle filtering, and I'm the only one messing the source code. Also
take in mind, as I said in first message, this issue doesn't happen in our
rifles/shotguns, they use CTempEnts::MuzzleFlash_Shotgun_

There could be something broken in CTempEnts::MuzzleFlash_Pistol_, but that
got discarded once I checked that pistols using shotgun muzle code keep
failing. Don't know if I should check something more, but our code is pretty
much default in every thing else related to muzzle events.

Well, let's see if some additional checking in our weapon models solves this
issue. This is also odd because the same guy that made some working models
should know how to do the rest. I did some testing myself, tried with HL2MP
357 but couldn't see the world model for some reason, so that test was
inconclusive.


Ángel Oliver (R_Yell)

- Original Message -
From: Ben Everett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, March 09, 2007 1:34 AM
Subject: RE: [hlcoders] Muzzle flash showing in every view space.


Forsaken had that issue before, it turned out to be a problem with the
actual models. If I recall, it was how the parent bones were setup as well
as the bone/attachment orientations for the muzzle effect.

If that isn't it, what Minh said about the effect not being filtered could
be the problem.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Thursday, March 08, 2007 5:39 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Muzzle flash showing in every view space.

--
[ Picked text/plain from multipart/alternative ]
hmm that is very weird. So basically, another player fires, and a
muzzleflash sprite gets created on every player, not just the one doing the
firing...
Seems like the dispatcheffect is not being filtered properly (ie. your
sending the muzzleflash event to the wrong clients). It's really hard to
tell without seeing your code.


- Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 3:03 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Okay, this is even better than a screenshot. I made a small video where the
issue can be seen quite well. Hope it helps you:

http://www.sendspace.com/file/m55otq

That ghost muzzle cannot be seen in world view, and it doesn't spawn
exactly in weapon's muzzle attachment. If character ducks that muzzle keeps
showing in the same coordinates, it doesn't modify its position if player
doesn't move.

That test was made with a modified c_te_legacytempents file which produces
more smoke but the muzzle issue happens the same with default c_te file.
That's important because thats the place where muzzle sprites are created
AFAIK, so default code makes the same effect.



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:54 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.


Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command

host_timescale 0.1

That will slow down the game to 10% of the normal speed.

 Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.


there are TWO events that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)


I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh

Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-09 Thread REBEL

Seems I got it, there is a second CTempEnts::MuzzleFlash which is maked as
obsolete and for some reason is still working except for CS. Once I got rid
of it that ghost muzzle is gone. A few days wasted in this, how hard is the
coder's life :D. Thank you for your time guys, I really appreciate it.

//-

// Purpose: Play muzzle flash

// Input : *pos1 -

// type -

//-

void CTempEnts::MuzzleFlash( const Vector pos1, const QAngle angles, int
type, ClientEntityHandle_t hEntity, bool firstPerson )

{

#ifdef CSTRIKE_DLL

return;

#else

//NOTENOTE: This function is becoming obsolete as the muzzles are moved over
to being local to attachments




Ángel Oliver (R_Yell)

- Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, March 09, 2007 11:53 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


I wish it's some model issue because I'm not aware of any modification in
the muzzle filtering, and I'm the only one messing the source code. Also
take in mind, as I said in first message, this issue doesn't happen in our
rifles/shotguns, they use CTempEnts::MuzzleFlash_Shotgun_

There could be something broken in CTempEnts::MuzzleFlash_Pistol_, but that
got discarded once I checked that pistols using shotgun muzle code keep
failing. Don't know if I should check something more, but our code is pretty
much default in every thing else related to muzzle events.

Well, let's see if some additional checking in our weapon models solves this
issue. This is also odd because the same guy that made some working models
should know how to do the rest. I did some testing myself, tried with HL2MP
357 but couldn't see the world model for some reason, so that test was
inconclusive.


Ángel Oliver (R_Yell)

- Original Message -
From: Ben Everett [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Friday, March 09, 2007 1:34 AM
Subject: RE: [hlcoders] Muzzle flash showing in every view space.


Forsaken had that issue before, it turned out to be a problem with the
actual models. If I recall, it was how the parent bones were setup as well
as the bone/attachment orientations for the muzzle effect.

If that isn't it, what Minh said about the effect not being filtered could
be the problem.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Thursday, March 08, 2007 5:39 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Muzzle flash showing in every view space.

--
[ Picked text/plain from multipart/alternative ]
hmm that is very weird. So basically, another player fires, and a
muzzleflash sprite gets created on every player, not just the one doing the
firing...
Seems like the dispatcheffect is not being filtered properly (ie. your
sending the muzzleflash event to the wrong clients). It's really hard to
tell without seeing your code.


- Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 3:03 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Okay, this is even better than a screenshot. I made a small video where the
issue can be seen quite well. Hope it helps you:

http://www.sendspace.com/file/m55otq

That ghost muzzle cannot be seen in world view, and it doesn't spawn
exactly in weapon's muzzle attachment. If character ducks that muzzle keeps
showing in the same coordinates, it doesn't modify its position if player
doesn't move.

That test was made with a modified c_te_legacytempents file which produces
more smoke but the muzzle issue happens the same with default c_te file.
That's important because thats the place where muzzle sprites are created
AFAIK, so default code makes the same effect.



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:54 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.


Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command

host_timescale 0.1

That will slow down the game to 10% of the normal speed.

 Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much

Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread REBEL

Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.


there are TWO events that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)


I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.



--
[ Picked text/plain from multipart/alternative ]
This might have something to do with the fact that there are TWO events
that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)
Check to make sure you are not calling both..
I have a similar problem when I switch to third person mode and I fire my
gun. Both events get called and I can see two muzzle flashes.

- Original Message -
From: Ryan Sheffer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 9:43 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.



--
[ Picked text/plain from multipart/alternative ]
We had this problem and fixed it, it was long ago though and I cant
remember. My friend might remember so ill get back to you if I find the
answer.

On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:


On Tuesday 06 March 2007 11:32 am, REBEL wrote:
 I got a problem with muzzle flash, basically when a player shoots the
 muzzle can  be seen in  world, its view space and... the rest of view
 spaces of other players if they are using the same gun (or one coded
from
 the original 357). This only happens when weapon is a 357 revolver
clone.
 We got 3 weapons cloned from 357 and all of them are bugged. There are
also
 a few shotgun cloned weapons which don't suffer that problem.

First thought is, some class member got marked static somewhere along
the
line?

-John Sheu

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders





--
~skidz
--

___
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



Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.


Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command

host_timescale 0.1

That will slow down the game to 10% of the normal speed.

 Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.

there are TWO events that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)

I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 This might have something to do with the fact that there are TWO events
 that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)
 Check to make sure you are not calling both..
 I have a similar problem when I switch to third person mode and I fire my
 gun. Both events get called and I can see two muzzle flashes.

 - Original Message -
 From: Ryan Sheffer [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, March 07, 2007 9:43 AM
 Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 We had this problem and fixed it, it was long ago though and I cant
 remember. My friend might remember so ill get back to you if I find the
 answer.

 On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:

 On Tuesday 06 March 2007 11:32 am, REBEL wrote:
  I got a problem with muzzle flash, basically when a player shoots the
  muzzle can  be seen in  world, its view space and... the rest of view
  spaces of other players if they are using the same gun (or one coded
 from
  the original 357). This only happens when weapon is a 357 revolver
 clone.
  We got 3 weapons cloned from 357 and all of them are bugged. There are
 also
  a few shotgun cloned weapons which don't suffer that problem.

 First thought is, some class member got marked static somewhere along
 the
 line?

 -John Sheu

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 ~skidz
 --

 ___
 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



Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread REBEL

Okay, this is even better than a screenshot. I made a small video where the
issue can be seen quite well. Hope it helps you:

http://www.sendspace.com/file/m55otq

That ghost muzzle cannot be seen in world view, and it doesn't spawn
exactly in weapon's muzzle attachment. If character ducks that muzzle keeps
showing in the same coordinates, it doesn't modify its position if player
doesn't move.

That test was made with a modified c_te_legacytempents file which produces
more smoke but the muzzle issue happens the same with default c_te file.
That's important because thats the place where muzzle sprites are created
AFAIK, so default code makes the same effect.



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:54 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.


Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command

host_timescale 0.1

That will slow down the game to 10% of the normal speed.

 Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.


there are TWO events that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)


I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.



--
[ Picked text/plain from multipart/alternative ]
This might have something to do with the fact that there are TWO events
that
are responsible for creating the muzzleflash. One of the events is
embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)
Check to make sure you are not calling both..
I have a similar problem when I switch to third person mode and I fire my
gun. Both events get called and I can see two muzzle flashes.

- Original Message -
From: Ryan Sheffer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 9:43 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.



--
[ Picked text/plain from multipart/alternative ]
We had this problem and fixed it, it was long ago though and I cant
remember. My friend might remember so ill get back to you if I find the
answer.

On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:


On Tuesday 06 March 2007 11:32 am, REBEL wrote:
 I got a problem with muzzle flash, basically when a player shoots the
 muzzle can  be seen in  world, its view space and... the rest of view
 spaces of other players if they are using the same gun (or one coded
from
 the original 357). This only happens when weapon is a 357 revolver
clone.
 We got 3 weapons cloned from 357 and all of them are bugged. There are
also
 a few shotgun cloned weapons which don't suffer that problem.

First thought is, some class member got marked static somewhere along
the
line?

-John Sheu

___
To unsubscribe, edit your list preferences, or view the list archives,
please visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders





--
~skidz
--

___
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

Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
hmm that is very weird. So basically, another player fires, and a
muzzleflash sprite gets created on every player, not just the one doing the
firing...
Seems like the dispatcheffect is not being filtered properly (ie. your
sending the muzzleflash event to the wrong clients). It's really hard to
tell without seeing your code.


- Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 3:03 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Okay, this is even better than a screenshot. I made a small video where the
issue can be seen quite well. Hope it helps you:

http://www.sendspace.com/file/m55otq

That ghost muzzle cannot be seen in world view, and it doesn't spawn
exactly in weapon's muzzle attachment. If character ducks that muzzle keeps
showing in the same coordinates, it doesn't modify its position if player
doesn't move.

That test was made with a modified c_te_legacytempents file which produces
more smoke but the muzzle issue happens the same with default c_te file.
That's important because thats the place where muzzle sprites are created
AFAIK, so default code makes the same effect.



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:54 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.


Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command

host_timescale 0.1

That will slow down the game to 10% of the normal speed.

 Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.

there are TWO events that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)

I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 This might have something to do with the fact that there are TWO events
 that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)
 Check to make sure you are not calling both..
 I have a similar problem when I switch to third person mode and I fire my
 gun. Both events get called and I can see two muzzle flashes.

 - Original Message -
 From: Ryan Sheffer [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, March 07, 2007 9:43 AM
 Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 We had this problem and fixed it, it was long ago though and I cant
 remember. My friend might remember so ill get back to you if I find the
 answer.

 On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:

 On Tuesday 06 March 2007 11:32 am, REBEL wrote:
  I got a problem with muzzle flash, basically when a player shoots the
  muzzle can  be seen in  world, its view space and... the rest of view
  spaces of other players if they are using the same gun (or one coded
 from
  the original 357). This only happens when weapon is a 357 revolver
 clone.
  We got 3 weapons cloned from 357 and all of them are bugged. There are
 also
  a few shotgun cloned weapons which don't suffer that problem.

 First thought is, some class member got

RE: [hlcoders] Muzzle flash showing in every view space.

2007-03-08 Thread Ben Everett
Forsaken had that issue before, it turned out to be a problem with the
actual models. If I recall, it was how the parent bones were setup as well
as the bone/attachment orientations for the muzzle effect.

If that isn’t it, what Minh said about the effect not being filtered could
be the problem.

-Original Message-
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED] On Behalf Of Minh
Sent: Thursday, March 08, 2007 5:39 PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Muzzle flash showing in every view space.

--
[ Picked text/plain from multipart/alternative ]
hmm that is very weird. So basically, another player fires, and a
muzzleflash sprite gets created on every player, not just the one doing the
firing...
Seems like the dispatcheffect is not being filtered properly (ie. your
sending the muzzleflash event to the wrong clients). It's really hard to
tell without seeing your code.


- Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 3:03 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Okay, this is even better than a screenshot. I made a small video where the
issue can be seen quite well. Hope it helps you:

http://www.sendspace.com/file/m55otq

That ghost muzzle cannot be seen in world view, and it doesn't spawn
exactly in weapon's muzzle attachment. If character ducks that muzzle keeps
showing in the same coordinates, it doesn't modify its position if player
doesn't move.

That test was made with a modified c_te_legacytempents file which produces
more smoke but the muzzle issue happens the same with default c_te file.
That's important because thats the place where muzzle sprites are created
AFAIK, so default code makes the same effect.



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:54 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


--
[ Picked text/plain from multipart/alternative ]
DoMuzzleFlash() doesn't actually create the sprite on the screen. As far as
I can tell, it sets a parity bit on an entity.


Why dont you take a screenshot to show us what your problem is. If you're
having problems capturing muzzleflashes (since they happen so fast). Just
use the command

host_timescale 0.1

That will slow down the game to 10% of the normal speed.

 Original Message -
From: REBEL [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Thursday, March 08, 2007 7:56 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


Thank you very much for  the replies, I'm trying  to dig into this issue but
wasn't able to discover anything ATM. Our weapons cloned from 357 code are
pretty much the same than default, only modified some values related to
accuracy, etc. I'm using the latest SDK from November, all code the
muzzleflash code wasn't touched. There were a few additions to
c_te_legacytempents, so I tried with default file and no improvements.

there are TWO events that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)

I noticed there is no pPlayer-DoMuzzleFlash(); in my weapon_357.cpp, there
wasn't any by default. It exist on other weapons, but not in the 357. I
tried to comment the other event in basecombatweapon_shared and nothing
happened, muzzleflash works the same so this confusses me a lot. Is
pPlayer-DoMuzzleFlash() supposing to do something in multiplayer?

At this point I have the doubt if we really did something wrong with the
weapon models. Could a wrong muzzle attachment cause this?



Ángel Oliver (R_Yell)

- Original Message -
From: Minh [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 7:50 PM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 This might have something to do with the fact that there are TWO events
 that
 are responsible for creating the muzzleflash. One of the events is
 embedded
 in the view model's primary attack sequence. The 2nd event is embedded
 inside the world model (w_357.cpp)
 Check to make sure you are not calling both..
 I have a similar problem when I switch to third person mode and I fire my
 gun. Both events get called and I can see two muzzle flashes.

 - Original Message -
 From: Ryan Sheffer [EMAIL PROTECTED]
 To: hlcoders@list.valvesoftware.com
 Sent: Wednesday, March 07, 2007 9:43 AM
 Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 We had this problem and fixed it, it was long ago though and I cant
 remember. My friend might remember so ill get back to you if I find the
 answer.

 On 3/6/07, John Sheu [EMAIL PROTECTED] wrote

Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-07 Thread Ryan Sheffer
--
[ Picked text/plain from multipart/alternative ]
We had this problem and fixed it, it was long ago though and I cant
remember. My friend might remember so ill get back to you if I find the
answer.

On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:

 On Tuesday 06 March 2007 11:32 am, REBEL wrote:
  I got a problem with muzzle flash, basically when a player shoots the
  muzzle can  be seen in  world, its view space and... the rest of view
  spaces of other players if they are using the same gun (or one coded
 from
  the original 357). This only happens when weapon is a 357 revolver
 clone.
  We got 3 weapons cloned from 357 and all of them are bugged. There are
 also
  a few shotgun cloned weapons which don't suffer that problem.

 First thought is, some class member got marked static somewhere along
 the
 line?

 -John Sheu

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




--
~skidz
--

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders



Re: [hlcoders] Muzzle flash showing in every view space.

2007-03-07 Thread Minh
--
[ Picked text/plain from multipart/alternative ]
This might have something to do with the fact that there are TWO events that
are responsible for creating the muzzleflash. One of the events is embedded
in the view model's primary attack sequence. The 2nd event is embedded
inside the world model (w_357.cpp)
Check to make sure you are not calling both..
I have a similar problem when I switch to third person mode and I fire my
gun. Both events get called and I can see two muzzle flashes.

- Original Message -
From: Ryan Sheffer [EMAIL PROTECTED]
To: hlcoders@list.valvesoftware.com
Sent: Wednesday, March 07, 2007 9:43 AM
Subject: Re: [hlcoders] Muzzle flash showing in every view space.


 --
 [ Picked text/plain from multipart/alternative ]
 We had this problem and fixed it, it was long ago though and I cant
 remember. My friend might remember so ill get back to you if I find the
 answer.

 On 3/6/07, John Sheu [EMAIL PROTECTED] wrote:

 On Tuesday 06 March 2007 11:32 am, REBEL wrote:
  I got a problem with muzzle flash, basically when a player shoots the
  muzzle can  be seen in  world, its view space and... the rest of view
  spaces of other players if they are using the same gun (or one coded
 from
  the original 357). This only happens when weapon is a 357 revolver
 clone.
  We got 3 weapons cloned from 357 and all of them are bugged. There are
 also
  a few shotgun cloned weapons which don't suffer that problem.

 First thought is, some class member got marked static somewhere along
 the
 line?

 -John Sheu

 ___
 To unsubscribe, edit your list preferences, or view the list archives,
 please visit:
 http://list.valvesoftware.com/mailman/listinfo/hlcoders




 --
 ~skidz
 --

 ___
 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] Muzzle flash showing in every view space.

2007-03-06 Thread John Sheu
On Tuesday 06 March 2007 11:32 am, REBEL wrote:
 I got a problem with muzzle flash, basically when a player shoots the
 muzzle can  be seen in  world, its view space and... the rest of view
 spaces of other players if they are using the same gun (or one coded from
 the original 357). This only happens when weapon is a 357 revolver clone.
 We got 3 weapons cloned from 357 and all of them are bugged. There are also
 a few shotgun cloned weapons which don't suffer that problem.

First thought is, some class member got marked static somewhere along the
line?

-John Sheu

___
To unsubscribe, edit your list preferences, or view the list archives, please 
visit:
http://list.valvesoftware.com/mailman/listinfo/hlcoders