Comments (6)
I vote for re-writing it as it is, because I'd like to make weapons, and its hard to know how a weapon's idle or other animations should look if it's moving around like crazy when you walk. So maybe for now just do the "quick fix" of re-writing it for 60hz, so we can least test new weapons out. Same kind of thing for footstep sounds actually, it will be easier to test new sounds if the playback is "correct" in-game.
I definitely see the point of coming up with a new system that is not hardcoded to 60hz (or whichever), which totally makes sense for actual content (model animations etc.) but for the viewbobs and footsteps, I feel like its not as big a deal to hard code it for 60hz because that is not likely to change, or need changing?
from polyhedron-engine.
So far I suddenly got caught up in old bugs related to not being able to do this twice: gamemap name ; gamemap name; because the second time it could not find a spawn point.
The point being, the entire game mode stuff was a little messed up. Currently looks fixed to almost perfection. Did fix some 60hz things here and there, but the viewbob and footstep is still a big @#!@$@#$% on how to even do that. Maybe just rewrite it as is anyway?
from polyhedron-engine.
I vote for re-writing it as it is, because I'd like to make weapons, and its hard to know how a weapon's idle or other animations should look if it's moving around like crazy when you walk. So maybe for now just do the "quick fix" of re-writing it for 60hz, so we can least test new weapons out. Same kind of thing for footstep sounds actually, it will be easier to test new sounds if the playback is "correct" in-game.
I definitely see the point of coming up with a new system that is not hardcoded to 60hz (or whichever), which totally makes sense for actual content (model animations etc.) but for the viewbobs and footsteps, I feel like its not as big a deal to hard code it for 60hz because that is not likely to change, or need changing?
You're correct, from what I can tell we'll stick to 60hz, if for whatever reason that fails, 40hz will do. Speaking off, I got told animations are best made at 30fps anyhow. @Paril knows more about this.
from polyhedron-engine.
Currently in the process of moving over some functions that should not all belong in PlayerClient and/or GameMode but in World instead, however it is very likely the bob/footstep issue would then be resolved.
That leaves us then only still with the animations to cover. Deathmatch modes seem to play fine, and so does single player. Save/Load can not be done yet until serialization is made use of.
from polyhedron-engine.
BobMove + Footsteps are on. Most of this takes place in void GameModeName::ClientEndServerFrame(), and PlayerClient::SetEvent.
I'd like to add in ClientEndServerFrameas a method to the client's class instead, to perhaps spare some extra lines of code in the gamemode classes.
from polyhedron-engine.
Going to open various new ones with more specific matters.
from polyhedron-engine.
Related Issues (18)
- Add in Spotlights suppor. HOT 1
- Fix SVG_MoveStep issue - Turned into change the edict_t(Entity) allocation over to the server. HOT 3
- Client and Server side materials. HOT 4
- Add lightstyle support to material surfaces belonging to an iqm mesh.
- Re-factor viewbobs/kicks and footstep sounds etc. for 60hz HOT 1
- Add in "Dynamic Light" rendering support.
- Sun, night and day etc. HOT 2
- gl_showtris for VkPt
- Trenchbroom & Official Support
- Add in support for IQM Animations and a few other of its special features.
- Finish all basic C++ entity implementations. HOT 6
- Patching up from where we left off.
- Implement support for background BSP maps in the mainmenu. HOT 2
- Improve networking to prevent frame drops as they do today. HOT 1
- Implement RmlUI for sweet looking menus and HUDs
- Weapons, C++-ify
- Revive Items from the dead, and C++-ify
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from polyhedron-engine.