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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Sat Jan 22, 2005 5:24 am Post subject: Multiplayer and setangles incompadible? |
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In the mod I'm making for Q-Expo, I have the player hovering in the air invisible acting as the camera. He follows the character through the level. The player is testing his own movements to see what directional keys the user is pressing, and moves the "puppet" (as I call the character on the field) around accordingly.
It all works fine in single player, and I can even turn on deathmatch with no problem. A problem does, however, rear its ugly head when I run Darkplaces with the command -listen to start a real multiplayer game. Now all of a sudden when the camera changes angles (either with the left/right strafe keys or with impulses) it's very choppy, where in single player it was very smooth. Moving forward, backward, and strafing left & right is still perfectly smooth, only angles experience a problem.
Are net messages (such as setangle) sent to the client too infrequently in multiplayer to to give a smooth ride? Or is there something I could do differently? _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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FrikaC Site Admin

Joined: 08 Oct 2004 Posts: 947
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Posted: Sat Jan 22, 2005 8:00 am Post subject: |
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DP lowers the effective ticrate of the server in multiplayer. Because of this, the server is not running at your client's framerate anymore. You'll experience something akin to a mild lag, but it prevents the server from flooding the holy hell out of other networked clients.
I'm guessing that's the problem here...... |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Sat Jan 22, 2005 6:20 pm Post subject: |
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Okay, that makes sense. Is there anything I can do to make it look better without bogging down the network? _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Sat Jan 22, 2005 7:55 pm Post subject: smooth camera |
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you can try stuffing
stuffcmd(self, "cl_nolerp 1\n");
when you are in camera view...
also old quake protocol used 256-byte variable as angle not float
in the engine. Unless you are using a modified client you should
try
angle_x = 360.0 / 256.0 * rint(self.movetarget.v_angle_x * 256.0 / 360.0);
angle_y = 360.0 / 256.0 * rint(self.movetarget.v_angle_y * 256.0 / 360.0);
angle_z = 0;
.movetarget points to the "puppet"
hope this is of some use... |
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Error Inside3D Staff

Joined: 05 Nov 2004 Posts: 558 Location: VA, USA
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Posted: Sun Jan 23, 2005 4:57 am Post subject: |
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I like stuffing. tastes good
I'm gonna stop making random comments in coding posts and start coding again  |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Sun Jan 23, 2005 9:10 am Post subject: |
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Better yet,
goto www.runequake.com and download runequake...
ok look in his poq source and u will find a file called
camera.qc
this file does exactly what you are trying to do!
and it works flawless, i have tried it online and its great!
Credit to slotzero! |
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Tei

Joined: 25 Oct 2004 Posts: 195
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Posted: Sun Jan 23, 2005 10:06 am Post subject: |
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good work r00k |
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r00k
Joined: 13 Nov 2004 Posts: 483
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Posted: Tue Jan 25, 2005 6:03 am Post subject: |
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ok i tinkered with slot's code a bit and heres what i came up with
(sorry its long)
Code: |
void () W_SetCurrentAmmo;
void () Keep_cam_chasing_owner;
// Resets weapon model after changing view
// called by chase cam or player entities
void (entity player_ent)
Chase_cam_setweapon =
{
local entity e;
e = self;
self = player_ent;
W_SetCurrentAmmo ();
self = e;
};
// called either by player or chase cam entities (to restart)
void (entity cam_owner)
Start_chase_cam =
{
local entity chase_cam;
//look to see if we already have cam ent
chase_cam = find (world,classname, "chase_cam");
while ((chase_cam != world) && (chase_cam.owner != cam_owner))
{
chase_cam = find (chase_cam,classname, "chase_cam");
}
if (chase_cam == world)
{
chase_cam = spawn ();
}
chase_cam.owner = cam_owner;
chase_cam.owner.chase_active = TRUE;
chase_cam.solid = SOLID_NOT;
chase_cam.movetype = MOVETYPE_FLYMISSILE;
chase_cam.angles = chase_cam.owner.angles;
setmodel (chase_cam, "progs/eyes.mdl");
setsize (chase_cam, VEC_ORIGIN, VEC_ORIGIN);
setorigin (chase_cam, chase_cam.owner.origin);
chase_cam.classname = "chase_cam";
chase_cam.nextthink = time + sys_ticrate;
chase_cam.think = Keep_cam_chasing_owner;
msg_entity = chase_cam.owner; // target of message
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity (MSG_ONE, chase_cam); // view port
cam_owner.weaponmodel = "";
};
// secondary think for cam entities
void ()Reable_chase_cam =
{
local entity boss;
self.nextthink = time + sys_ticrate;
if (self.owner.health <= 0)
{
remove (self);
return;
}
if (self.owner.waterlevel > 0)
return;
//refresh after water
boss = self.owner;
remove (self);
Start_chase_cam (boss);
};
// called only by chase cam entities
// opt values
// TRUE = remove completely
// FALSE = remove view but keep alive with Reable_chase_cam();
void (float opt)Remove_chase_cam =
{
// makes entity appear gone even if going into keep alive state
setmodel (self, "");
self.velocity = VEC_ORIGIN;
// set view-point back to normal
msg_entity = self.owner; // target of message
WriteByte (MSG_ONE, SVC_SETVIEWPORT);
WriteEntity (MSG_ONE, self.owner); // view port
Chase_cam_setweapon (self.owner);
if (!opt)
{
self.nextthink = time + sys_ticrate;
self.think = Reable_chase_cam;
}
else
{
remove (self);
}
};
/*
###########
main think function for cam entities
self.ammo_shells = distance clipping
self.ammo_nails = hang-up flag
self.ammo_cells = view offset direction
0 = up
1 = left
2 = right
###########
*/
void () Keep_cam_chasing_owner =
{
local vector pos;
local vector desired_angle;
local vector angle;
local vector dir;
local float dist, cap;
self.nextthink = time + sys_ticrate;
// check if player turned off
// or in water
if (self.owner.chase_active == FALSE)
{
Remove_chase_cam (TRUE);
return;
}
if (self.owner.waterlevel > 0)
{
if (self.owner.health > 0)
{
Remove_chase_cam (FALSE);
return;
}
}
desired_angle = self.owner.v_angle;
angle_x = ((self.oldangle_x * (1 - 0.6)) + (desired_angle_x * 0.6));
angle_y = angles_pick_angle (self.oldangle_y, desired_angle_y, 0.6);
angle_z = 0;
angle_x = (angle_x * 1);
angle_y = (angle_y * 1);
makevectors (angle);
pos = self.owner.origin;
traceline (pos, (pos + (32 * v_up)), TRUE, self.owner);
pos = (pos + ((trace_fraction * 22) * v_up));
traceline (pos, (pos - (120 * v_forward)), TRUE, self.owner);
pos = (pos - ((trace_fraction * 100) * v_forward));
traceline (pos, pos + '0 0 32', FALSE, self.owner);
if (trace_fraction < 1)
{
dir = trace_endpos - '0 0 32';
traceline (pos, pos - '0 0 32', FALSE, self.owner);
if (trace_fraction == 1)
pos = dir;
}
dir = normalize (pos - self.origin);
dist = vlen (pos - self.origin);
traceline (self.origin, pos, FALSE, self.owner);
if (trace_fraction == 1)
{
self.angles = self.owner.angles;
cap = dist * 0.2;
if (cap > 5.2)
self.velocity = dir * dist * 5.2;
else if (cap > 1)
self.velocity = dir * dist * cap;
else
self.velocity = dir * dist;
}
setorigin (self, pos);
angles_fixangle (angle);
self.owner.weaponmodel = "";
};
// called by player only
void ()
Toggle_chase_cam =
{
if ((self.chase_active == TRUE))
{
// will be noticed by next think
// of player's chase cam entity
self.chase_active = FALSE;
}
else
{
Start_chase_cam (self);
}
};
void ()
Chase_cam_lvlstart_think =
{
if ((self.owner.chase_active == TRUE))
Start_chase_cam (self.owner);
remove (self);
};
// called in CLIENT.QC by PutClientInServer
// player.chase_active is set and saved between levels using parm16
// in CLIENT.QC
void ()
Chase_cam_level_start =
{
local entity e;
e = spawn ();
e.owner = self;
e.movetype = MOVETYPE_NONE;
e.solid = SOLID_NOT;
setmodel (e, "");
setsize (e, VEC_ORIGIN, VEC_ORIGIN);
setorigin (e, e.owner.origin);
e.nextthink = time + 0.2;
e.think = Chase_cam_lvlstart_think;
};
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Tue Jan 25, 2005 8:40 pm Post subject: |
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Thanks, r00k.
Looking at that code, I notice a few things it's doing that I'm not. First of all, the camera isn't the player; instead, it's a separate entity that watches the player. My situation is comparable but different. I was using the player as a camera to watch another entity. I think I need to spawn another entity to act as the camera, and use the player only for motion capturing.
Another thing is the camera here uses velocity to move into position, rather than simply setorigins. I had some trouble with that because I'm using the same entity (the player) to capture the player's movement key presses to tell where he wants to go. I think if I use a separate camera entity, and have it do velocity, maybe it will be a bit smoother. However, moving forward and backward in my mod works fine - it is only turning that is choppy. So maybe that's not it.
I'll have to explore a little more. The choppiness could very well be because it's the player that I'm setting origin on and such.
Thanks again, r00k! _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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MauveBib

Joined: 04 Nov 2004 Posts: 602
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Posted: Wed Jan 26, 2005 1:33 am Post subject: |
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are you capturing the player angles and using them? I tried doing that when I was working on the mouse cursor for cannon fodder quake, and I found that quake is very bitty when capturing angles. I found it to me far more accurate when capturing strafing. Perhaps you could have +strafe set, then capture the strafe direction and convert it to an angle change? I dunno how your mod works, so I dunno if that'll work _________________ Apathy Now! |
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Wazat
Joined: 15 Oct 2004 Posts: 732 Location: Middle 'o the desert, USA
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Posted: Wed Jan 26, 2005 5:09 pm Post subject: |
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Actually it will work -- that's what I'm doing. _________________ When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work. |
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