Sam Vanheer

Results 122 comments of Sam Vanheer

To implement this two changes are needed: Remove this line: https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/cl_dll/saytext.cpp#L83 And modify this: https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/cl_dll/saytext.cpp#L176-L183 To be like this: ```cpp void CHudSayText :: SayTextPrint( const char *pszBuf, int iBufSize, int...

I suspect the reason why they don't show pickup icons for those weapons is because you spawn with the crowbar and pistol in Half-Life multiplayer, and in Opposing Force CTF...

Note that this only happens if maxplayers is larger than 1. In singleplayer it works because the engine simulates few enough frames that the initial time still works. This can...

There is an additional change needed to fully fix this: https://github.com/ValveSoftware/halflife/blob/c7240b965743a53a29491dd49320c88eecf6257b/dlls/buttons.cpp#L796 This needs to be changed to: ```cpp pev->nextthink = pev->ltime + 0.5;// no hurry. ``` Otherwise the sparks may...

I looked into weapon prediction event dispatch problems before and i concluded that there were issues in the engine that could cause events to be skipped somehow. I never managed...

See #1621, that's probably what causes this as well.

Under what conditions does the sound keep playing? I tested this with fakelag 50 (~100 ping) and the sound is stopped in both cases.

Looks like this doesn't happen when there's lag. It's a race condition of sorts, but it does happen.

Note that when stopping the sound because the player is underwater the event flag `FEV_NOTHOST` should not be used because the client will predict the frame with `m_fInAttack == 0`...

There are a maximum of 4800 textures that can be loaded. Normally textures are unloaded when the client starts preparing to load a new map. It looks like this part...