Difference between revisions of "Talk:SDK Known Issues List"

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(Usercmd sends unneeded extra data)
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If you look at the code, it clearly only sends the data through usercmd if it doesn't change.
 
If you look at the code, it clearly only sends the data through usercmd if it doesn't change.
 
if noone ever hits one of the impulse commands, the impulse is always 0, thus it WriteOneBit(0), and doesn't send the the actual 8 bit integer over. so if it doesn't change, it sends 1 bit instead of 9. not a heck of a big deal ;)
 
if noone ever hits one of the impulse commands, the impulse is always 0, thus it WriteOneBit(0), and doesn't send the the actual 8 bit integer over. so if it doesn't change, it sends 1 bit instead of 9. not a heck of a big deal ;)
 +
:I do now, should have seen that... Anyway, I wasn't using the impulse anyway so removing it wasn't so bad --[[User:Dutchmega|dutchmega]] 07:04, 11 Jul 2007 (PDT)

Revision as of 14:04, 11 July 2007

The SLAM patch didn't work - I think you might've left out a file you needed to patch or something, so I rewrote it a bit - thanks for the idea though.


Porting / Code warnings

Perhaps I should make a new page for the -Wall stuff... this list could get enormous. Valve desperately needs to Lint their codebase.

How do you just upload a file to wiki? I have a patch for tons of little fixes, but it's so enormous it seems silly to paste it into a webpage. Or, maybe since a lot of these are just search/replace I should describe the fixes that way...

Jeff Lane had reported that for legal reasons only specific file uploads will be allowed.
Google for any of the free file hosting sites and then link to the files. --wisemx 05:55, 2 Oct 2005 (PDT)

Well, I've got places I could host it, but it'd sure be suboptimal, cause then no one else could edit it. Sort of defeats some of the wiki usefulness.

I uploaded the first pass to a file host site - hopefully the file won't get deleted or anything. (The patch is only 9110 lines long, no biggie!) --Bloodykenny 09:55, 16 Oct 2005 (PDT)

That hosting site apparently had a drive failure, but I've re-uploaded the file. Too bad this !@#$ wiki won't take files.

This file is now hosted on 3 of my server sites--Amckern 08:48, 27 May 2006 (PDT)

Stun baton

Issue: Doing a 360 quickly with the Stun Baton as your active weapon causes the screen to flash white

I can't reproduce this. Even if I could, it sounds a lot like a gfx card issue. --TomEdwards 23:55, 19 Jul 2005 (PDT)

I believe it has something to do with the glow that the stun baton generates on the end of the stick. Several others have reproduced it... Bloodykenny 00:58, 20 Jul 2005 (PDT)

This has been fixed in HL2:DM, so hopefully an SDK fix will be announced at some point. --Bloodykenny 10:28, 15 Sep 2005 (PDT)


Source Crashes when alt+tab during background map loading

I don't think this belongs on this page. Agreed this is a bug, but it doesn't seem like an SDK bug, just a general hl2.exe/steam dlls bug. Is there another page for that?

Some problem here, even without a background map. Just a plain image. --dutchmega 14:24, 22 Jul 2006 (PDT)

multiplay_gamerules.cpp

m_flIntermissionEndTime is never initialized, on rare occasions it can end up with a ghost variable. This check was done somewhere else in the code(player code) to Freeze when in a intermission. Ran into rare problems that cause players to become frozen when entering the game. Can someone confirm? --Scott Loyd 8:05, 8 Jul 2006 (PST)

it does get initialized in CHL2MPRules...should be in CMultiplayRules tho, it probably isn't a problem—ts2do 20:36, 8 Jul 2006 (PDT)
I've done some rewriting with the intermissions but it did seem to work good. It's defined in multiplay_gamerules.cpp --dutchmega 03:15, 9 Jul 2006 (PDT)

SDK Update

What now, with the SDK update released? Some entries in the list can go now. --dutchmega 09:53, 5 Aug 2006 (PDT)

I don't think it's needed to define it in August 06 and Pre August 06 --dutchmega 14:10, 5 Aug 2006 (PDT)

We should continue to note what version a bug first appeared in, and try to move fixed bugs over to the the Fixed page. --Bloodykenny 12:27, 19 Aug 2006 (PDT)

Jittery Animation

The fix by removing if ( !IsSelfAnimating() ) {

 m_flAnimTime = engine->GetLastTimeStamp();

}

Doesn't seem to work for me. Anyone care to share their experiences?

I am using HL2DM SDK and implementing a third-person cam. Animation works fine, but is laggy/lowFPS (read: not interpolated). --Mflux 22:49, 13 Aug 2006 (PDT)
Did yesterday's engine update fix this? --TomEdwards 12:59, 19 Aug 2006 (PDT)
The "fix" looks wrong (like a fragile hack) to me, I tried it locally with fakelag and the animations didn't start playing for my character until round trip time had elapsed, and then played an insane pace to "catch up." It doesn't help with the jitter when you rotate your character's yaw, either. (edit: I guess it might be fine for "everyone else," though.)
Regarding the person above me and problems with third person animations, my understanding is that HL2's problems with local player animation run much, much deeper than any one-liner like this can hope to fix, and require something like entirely from-scratch implementation of client-side prediction and interpolation of the animation systems. If anyone knows otherwise, I'd sure be glad to hear it, though. Neverender 22:21, 28 Nov 2006 (PST)

Missing Materials in HL2MP Mod

It appears that the MOTD window comes up with many "purple checkerboard"s when running a HL2MP mod. Also, the physgun is missing the proper materials for it's orange aura effect. I think these are probably in the .gcf, just not sure of their names. Anyone? Reacher 15:56, 12 Jan 2007 (PST)

I have found these files. They are in the HL2DM gcf file. The motd window files are in materials/VGUI/gfx/VGUI/* and the physgun files are in materials/sprites/*. Reacher 10:36, 17 Jan 2007 (PST)

Usercmd sends unneeded extra data

You realize that the impulse one is kind of pointless. If you look at the code, it clearly only sends the data through usercmd if it doesn't change. if noone ever hits one of the impulse commands, the impulse is always 0, thus it WriteOneBit(0), and doesn't send the the actual 8 bit integer over. so if it doesn't change, it sends 1 bit instead of 9. not a heck of a big deal ;)

I do now, should have seen that... Anyway, I wasn't using the impulse anyway so removing it wasn't so bad --dutchmega 07:04, 11 Jul 2007 (PDT)