Re: [hlcoders] Muzzle flash showing in every view space.
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: 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: 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: 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: 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: 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 discov
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: 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: 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: 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: 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?
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 isnt 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: 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: 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: 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: 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: > 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
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: 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: 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: 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: 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: > 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
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: 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: 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: 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: 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 unsub
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: 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: 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: > 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.
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: 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: 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.
-- [ 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: 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.
-- [ 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.
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