I want to bring up the issue of projectiles hanging in the air for a
moment after spawning again. The last time it was discussed the solution
given was to predict:
http://www.mail-archive.com/hlcoders@list.valvesoftware.com/msg21121.html
This is a bad idea though, because it causes the projecti
One possibility is to override ShouldDraw() and enforce the
appropriate conditions.
On Aug 30, 2009, at 9:05 AM, Tom Edwards
wrote:
> I want to bring up the issue of projectiles hanging in the air for a
> moment after spawning again. The last time it was discussed the
> solution
> given
Can you offer video/pictures to demonstrate how this bug effects all
valve games?
Or any way for a player to replicate or exploit it? Thus you make it
both easier and more likely valve will look into this problem and fix
it.
On Tue, Sep 1, 2009 at 2:02 AM, James Gray wrote:
> One possibility is t
"decreasing host_timescale
makes spotting the difference easier."
Thanks!
2009/9/1 Nick
> Can you offer video/pictures to demonstrate how this bug effects all
> valve games?
>
> Or any way for a player to replicate or exploit it? Thus you make it
> both easier and more likely valve will look int
It can't be exploited, it's just a rendering artefact on the client.
I've been poking TF2 a little more and have spotted some oddities:
* Rockets don't get a model, on the client, until a set period of time
has passed. Before this only the glow effect is visible. I think the
idea is to mask the
work any other way.
Adam
Owner Nigredo Studios http://www.nigredostudios.com
--- On Wed, 2/9/09, Tom Edwards wrote:
From: Tom Edwards
Subject: Re: [hlcoders] Interpolation of projectiles
To: "Discussion of Half-Life Programming"
Received: Wednesday, 2 September, 2009, 9:
> any other way.
>
> Adam
>
>
> Owner Nigredo Studios http://www.nigredostudios.com
>
> --- On Wed, 2/9/09, Tom Edwards wrote:
>
>
> From: Tom Edwards
> Subject: Re: [hlcoders] Interpolation of projectiles
> To: "Discussion of Half-Life Programmin
Programming
Subject: Re: [hlcoders] Interpolation of projectiles
AddSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
Then perform whatever tests you want in Touch(). I have a short grace
period after the rocket fires within which it doesn't explode on the
player who fired it.
Adam "amckern&quo
s check.
>
> Chris
>
> -Original Message-
> From: hlcoders-boun...@list.valvesoftware.com
> [mailto:hlcoders-boun...@list.valvesoftware.com] On Behalf Of Tom Edwards
> Sent: Thursday, September 03, 2009 8:12 AM
> To: Discussion of Half-Life Programming
> Subject
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