Re: [hlcoders] Keep first-person-view when killed

2006-07-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] I can do that.. The only thing I want to know is where do I need to call LookupAttachment so I can get the position and angles of the eyes On 7/23/06, Jonathan Murphy [EMAIL PROTECTED] wrote: -- [ Picked text/plain from

Re: [hlcoders] Client-side touch prediction

2006-07-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] @bloodykenny: Elevators now work good, with the patch at the VDC. Client should have the same physics code as the server... On 7/23/06, Aaron Schiff [EMAIL PROTECTED] wrote: -- [ Picked text/plain from multipart/alternative ] The major

Re: [hlcoders] Keep first-person-view when killed

2006-07-23 Thread Jonathan Murphy
-- [ Picked text/plain from multipart/alternative ] I call it in CViewRender::Render, like so: // copy the normal view, we don't want to modify this CViewSetup vRagdollView = m_View; g_pLocalRagdoll-GetAttachment( g_pLocalRagdoll-LookupAttachment( Helmet ),

Re: [hlcoders] Client-side touch prediction

2006-07-23 Thread bloodykenny
You think this patch fixes the horrible jitters bug when walking over tables etc? Cool I haven't tried that one yet - will do. http://developer.valvesoftware.com/wiki/SDK_Known_Issues_List#Jerky_Movement_when_player_is_on_moving_lift.2Felevator At 2006/07/23 06:13 AM, Robbie Groenewoudt

Re: [hlcoders] Client-side touch prediction

2006-07-23 Thread Robbie Groenewoudt
-- [ Picked text/plain from multipart/alternative ] No it doesn't. It only fixes when you are standing on a moving entity, like an elevator. About the jittery when walking over tables: is your CMoveHelperClient::ProcessImpacts empty? In that case, fill it with the code of