That did not help much. Now the pose parameters appear to be stuck at a
single value and unchanged. I assume because there is no npc animation code
on the client. The only C_AI_BaseNPC is a few minor things.
Chris
- Original Message -
From: "Andrew Watkins" <[EMAIL PROTECTED]>
To:
Sent:
Hey there.. the default NPC jitter can be fixed with this :
line 1920 of c_baseentity
if (!IsSelfAnimating()) to if(IsSelfAnimating())
Although I think you can remove it entirely as this ended up having
adverse effects when trying to actually do self animating entities
(like properly predicting
, 2007 9:16 PM
Subject: Re: [hlcoders] Re: NPC Animation Latency...
Hey there.. the default NPC jitter can be fixed with this :
line 1920 of c_baseentity
if (!IsSelfAnimating()) to if(IsSelfAnimating())
Although I think you can remove it entirely as this ended up having
adverse effects when
ng()) doesn't work, simply
if(IsSelfAnimating()) does it just for me fine! Not looked into player
effects yet, though.
Andrew
Message: 5
From: "Christopher Harris" <[EMAIL PROTECTED]>
To:
Subject: Re: [hlcoders] Re: NPC Animation Latency...
Date: Tue, 4 Dec 2007 23:15:20 -0500
st.valvesoftware.com
> >>
> >> Didn't seem to do much.
> >>
> >> I tried net_fakelag 25 and it did look perfect. But I don't think
> having
> >> a
> >> mod running listen servers with fake lag is a smart move.
> >
PM
To: hlcoders@list.valvesoftware.com
Subject: Re: [hlcoders] Re: NPC Animation Latency...
--
[ Picked text/plain from multipart/alternative ]
I reported this bug and the fix 8/8/*2006*. More than a year ago. And it's
still in the shipping SDK and someone is still encountering it at least on
encer 'voogru' MacDonald" <[EMAIL PROTECTED]>
To:
Sent: Wednesday, December 05, 2007 8:14 PM
Subject: RE: [hlcoders] Re: NPC Animation Latency...
You know what'd be cool?
HL2 SDK on SVN, and as code patches get put in, we get access to the
updates
on the fly.
ember 06, 2007 9:17 PM
Subject: Re: [hlcoders] Re: NPC Animation Latency...
The problem is its very expensive though. I may try overriding the
IsSelfAnimating functions of my client npc and vehicle classes to return
false and see if that works better. In testing with 3 players and only a
few
np
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