Closed UCyborg closed 4 years ago
Another issue, the gluon gun should make an energy cloud. Just look at it:
Yes, both problems (intensity of the beam and absence of energy cloud) appear with weapon prediction enabled (cvar cl_lw), which is default. When you turn it off, it's okay, but I don't think prediction is supposed to have effect on behavior of the beam.
PS: my bad, thought close button brings you back to Issues page.
Strange, I don't have an energy cloud at all. cl_lw only changes an intenisty of the beam in my case.
Oh, interesting, I just tried gluon gun in both singleplayer and multiplayer and these are my results:
cl_lw 0 - darker beam, makes energy cloud (the desired behavior) cl_lw 1 - brighter beam, no energy cloud
cl_lw 0 - darker beam, no energy cloud cl_lw 1 - brighter beam, no energy cloud
Your results are correct. I forgot to check the single player.
The crowbar issue happens because dead entities being hit causes it to skip the code that sets the delay before the next attack. See this if statement: https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/dlls/crowbar.cpp#L266
The Egon gun sprite issue happens because the client doesn't handle it if cl_lw is on.
For multiplayer when cl_lw is off, it does create the sprite, but only shows it when it hits something it can damage. This is to reduce bandwidth usage. See this if statement: https://github.com/ValveSoftware/halflife/blob/5d761709a31ce1e71488f2668321de05f791b405/dlls/egon.cpp#L269
The Shotgun sound issue happens because sound playback is triggered in WeaponIdle, which isn't called while you hold don't the attack buttons. I've fixed this, as well as playing pump sounds when you shoot the last shell, which was deliberately not being done before. See this commit: https://github.com/SamVanheer/HLEnhanced/commit/0cbbe099f3170170d41683c2a4288d1f06aad048
The tripmine issue happens because a line of code is commented out, see this line: https://github.com/ValveSoftware/halflife/blob/master/dlls/tripmine.cpp#L410
The RPG constantly playing the empty sound happens because it's reset all the time in WeaponIdle, which is called no matter what every frame. I've fixed this, see this commit: https://github.com/SamVanheer/HLEnhanced/commit/c98747a35e324dca2d88c13036f1f74947caba96
The Python constantly restarting its reload animation might be caused by the client's ItemPostFrame not matching that of the server. It constantly plays its empty sound because it's not using the code that every other weapon uses to play it, so the checks put into place for it don't get used. I've fixed this, see this commit: https://github.com/SamVanheer/HLEnhanced/commit/274bd297f9af9cc251447dafc97de26019f0ed20
The second issue with the Crowbar happens because the event for handling crowbar playback is played twice in close succession. I've fixed this issue in my codebase, here's the fix: https://github.com/SamVanheer/HLEnhanced/blob/3fe34139cebd6ded29ce690cae6026b661dfd0ca/game/shared/entities/weapons/CCrowbar.cpp#L128
Adding the if check here prevents the problem from occurring. This didn't happen in older versions of the game because events were added later.
Nice work! So players can just take your codebase and benefit from numerous bugfixes.
Yup, that's the idea. There are also a bunch of new features added to it, i'm currently implementing VGUI2.
@mikela-valve Some of these issues can be fixed.
@SamVanheer check this issue with hornet gun https://youtu.be/uKkJPFmDW9Q?t=269
I was unable to reproduce that issue, but i do remember it happening before. Has it happened to you recently?
https://youtu.be/uKkJPFmDW9Q?t=5m11s It still "grinds" sometimes.
Fixed all but the crowbar hitting dead entities and the new hornet gun report. Will be included in next beta update.
Fixed in beta 'Exe build: 11:12:36 May 21 2019 (8244)'.
Indeed they're all fixed(except crowbar and hornet gun).
Indeed they're all fixed(except crowbar and hornet gun).
https://github.com/ValveSoftware/halflife/issues/617#issuecomment-493315229
Indeed they're all fixed(except crowbar and hornet gun).
And the Gluon Gun?
Gluon Gun doesn't appear to have been fixed in the newest beta. The energy cloud still only appears with cl_lw 0
Edit: The hornet gun seems to behave fine. Seeing as that video's from 2011, the bugs with it might have already been fixed.
@Sockman1 I intentionally skipped modifying the Gluon Gun based on @SamVanheer’s comments. I figure that if someone is deliberately running with cl_lw
enabled that I should avoid adding anything that would affect performance in any way possible.
@mikela-valve It seems cl_lw "1" causes double-reloading in several weapons. Like:
357 Glock MP5 Crossbow
@BlackShadow306 I believe that was already reported in #2301.
@Matthaiks The gluon gun issue with cl_lw 1
in single player will take a bit more work to fix as it requires reworking the animation that runs when prediction is enabled. The reason it works with prediction disabled is that the client itself creates the effects rather than the server so they display properly. With prediction enabled it relies on the animation that plays to do all of the effects but the animation was only created with the beam effects and not the flare effect. If you'd kindly make another issue to track that specific work I'd like to close this one as fixed.
Closing as fixed.
@mikela-valve Crowbar hitting dead entities was fixed?
That one I left since it seems to be intentional logic in the crowbar code, I imagine to make it quicker to gib dead things. If that game logic does bother people enough I'd be willing to change it, but I concluded that it wasn't really a bug in the way that the other issues were so I decided to leave it for now.
Good, I asked since when I told some people about that there's a chance of that to be fixed they were a bit sad about it since it's become a part of the game's logic and nostalgia for some reason.. Thanks for reply!
I seem to remember a time when the crowbar behaved normally while gibbing dead bodies, and the rapid swinging bug was introduced in an update at some point. I could be mistaken, since it would have been several years ago when I remembered the crowbar not having this bug.
Its always been there as far as I remember.
The crowbar rapid swinging bug exists since patch version 1.1.0.8. It works correctly in all previous versions.
@UCyborg Could it be an intended change by Valve because it seems to be intentional logic in the crowbar code? It isn't mentioned in the 1.1.0.8 patch notes, however... I opened a separate issue for this (#2590) just like a separate issue was opened for the Gluon Gun.
Crowbar
If you try to beat dead body with the crowbar, animation doesn't play and crowbar is rapidly hitting it until it gets gibbed. Also if cl_lw is disabled, swinging with it through the air makes it look like the animation and accompanying sound restart in the middle of it before they finish.
Shotgun
Holding the +attack button prevents cocking sound from being heard after firing a shot, however it starts if you release the button while animation is still playing.
Gluon gun
Beams fired from it look completely different, depending on the cl_lw setting. It looks correct with cl_lw disabled (but only in singleplayer, see comments below for details).
Trip mine
The viewmodel appears zoomed in with cl_lw disabled right after you select it from inventory. It appears normal after you place one mine.
Rocket launcher
After you fire a rocket and continue to hold +attack button after rocket has exploded, click sound (357_cock1.wav) loops rapidly, instead of just playing once. With cl_lw enabled, multiple instances of that sound are looping.
Python
Similar problem as with rocket launcher, except that click sound is looping slower and weapon prediction attempts to start reload animation with every click.