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-- Wrong death animations? (https://hlfx.ru/forum/showthread.php?threadid=5663)
Wrong death animations?
Hello Team,
I'm approaching you with a question, you might have ideas on what is wrong here or maybe you have seen this one before.
I recently picked up the SDK of one of my mods that I haven't touched from 2019 and recompiled the dlls and started the game. There are no errors or warnings during compile; however when I go in the game there is something bothering me.
When a player is killed the body does not align to the ground 100% of the times... In like 2 out of 3 times it does not actually.
Having in mind that I haven't touched any of the animation code... and having in mind that it worked before correctly (way back in 2019...) I think there's something wrong with the HL build provided on Steam. (Build 8684 from 2020).
I tested on another build I use for dedicated server Build 4554 from 2009 and the issue is not present...
Any thoughts on how to mitigate that would be really appreciated...
__________________
FlatLine Arena | Tutorials
If you don't like something, MOD it!
Try to increase death's animations' fps by 15-25%. AFAIR, that worked for me, when I was working on my abandoned multiplayer mod.
Добавлено 26-05-2021 в 22:26:
Also, you may reduce game fps with fps_max and fps_override cvars, and check animations at lower framerates.
Добавлено 26-05-2021 в 22:31:
Napoleon321 are you using models/player.mdl and models/player/modelname/modelname.mdl with identical animations? I mean animation's length in frames, fps and order in animations list.
Hello Ku2zoff! I was hoping that you'll reply to this one.
When you say to increase the death animation's fps by 15-25% you mean to modify the models/animations or to do a change in the code?
Edit: Okay.. That's really stupid.. why are they limiting us to 60 FPS?
I mean I just put cap on the fps to 60 with the override command as well and this was resolved... but... really Valve?
__________________
FlatLine Arena | Tutorials
If you don't like something, MOD it!
The fps set to 60 fixed the issue.. but.. why is Valve limiting us that way?
__________________
FlatLine Arena | Tutorials
If you don't like something, MOD it!
I think, I found code that causes the problem:
1 | if (pev->modelindex && (!m_fSequenceFinished) && (pev->deadflag == DEAD_DYING)) |
2 | { |
3 | StudioFrameAdvance( ); |
4 |
5 | m_iRespawnFrames++; // Note, these aren't necessarily real "frames", so behavior is dependent on # of client movement commands |
6 | if ( m_iRespawnFrames < 120 ) // Animations should be no longer than this |
7 | return; |
8 | } |
m_iRespawnFrames += 10 * gpGlobals->frametime; |
if (pev->modelindex && !m_fSequenceFinished && pev->deadflag == DEAD_DYING) |
{ |
StudioFrameAdvance(); |
return; |
} |
Your snipped indeed fixed the issue; Still I'm wondering should I use it.. Normally any FPs above 125 or 144 was disallowed during AG tournaments; since it was allowing faster shooting, player spawn, gauss charge etc...
__________________
FlatLine Arena | Tutorials
If you don't like something, MOD it!
Many thanks for this.
__________________
FlatLine Arena | Tutorials
If you don't like something, MOD it!
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