Func_Msgboard: Hexen 2 Mission Pack Intro

News | Forum | People | FAQ | Links | Register | Log in

|  | Hexen 2 Mission Pack Intro

Posted by stevenaaus [114.72.205.120] on 2010/10/16 10:58:39
Does anyone know why the Praevus Intro demo is so jerky ? Is it just the absence of model interpolation, or something else.

#1 posted by Spirit [80.171.98.109] on 2010/10/16 11:18:52
You are registered for 6 years and did not know better about posting questions like this?
Discussion threads are for broad topics or questions that are likely to have many replies, where there is no simple answer and many people are likely to have different opinions.
If it's a simple question or comment that will only get a few responses, please post in one of the existing permanent threads, such as Mapping Help, Screenshots & Betas, Jobs & Mappers Wanted, or General Abuse.
RE: Hexen 2 Mission Pack Intro
#2 posted by WhiteMagicRaven [94.179.93.237] on 2010/10/18 09:50:52
Its need model and demo itself interpolation.
When you move a mouse record it to demo, after look at this demo you get mouse movements not smoothed.
#3 posted by stevenaaus [114.72.253.193] on 2010/10/18 22:22:03
Hmmm... so is "demo interpolation" possible/do-able/done for any Q1 engine ?
Q1 cut-scenes in general are very jumpy.. It'd be nice to improve them if possible.
#4 posted by necros [99.227.131.204] on 2010/10/18 22:30:32
a lot of the jumpiness in cutscenes, at least the ones i've seen, arises from the low resolution angles in the quake protocol. the camera has to snap to these low res angles which results in a jumpy looking camera. unless you are talking about something else?
Spirit Come On ...
#5 posted by Baker [99.30.142.15] on 2010/10/19 05:05:16
That isn't even cool to say to someone who has invested a lot of time and effort in multiple efforts as far as I know (the Linux Quake compile home page and Quakespasm).
I think people who have contributed back should be treated with respect ya know!
Save your cannon fodder for those that actually deserve it. I'm just saying ... but you know in your heart that I am right.
#6 posted by Spirit [80.171.97.77] on 2010/10/19 11:39:20
No, I do not care who did what. It was ignorance and I tried to educate. A user is a user. I would tell that to John Carmero if he posted here. I even used the sad pink smilie to lighten the mood, not an angry or sarcastic one.
#7 posted by negke [88.70.250.206] on 2010/10/19 11:51:51
Less backseat moderating, more quaddicting!
Lol
#8 posted by necros [99.227.131.204] on 2010/10/20 00:11:19
that said, i do agree with spirit. i don't like that kind of attitude where if someone does something awesome they can get away with murder (which is a great song, btw).
Oh
#9 posted by necros [99.227.131.204] on 2010/10/20 00:16:40
btw, baker, i wanted to ask, i tried your enginex 462, but there seems to be a graphical bug w/regards to the interaction between lightning and fog? specifically, you can see an sort of highlighted area where (i'm assuming?) the billboard's invisible edges are for the lightning effect.
also, the fog cvar only accepts 3 numbers, not 4? seems to be only rgb, and no density setting.
#10 posted by gb [89.27.242.89] on 2010/10/20 15:53:35
Armchair.
Armchair moderating.
#11 posted by stevenaaus [114.72.198.136] on 2010/10/20 21:36:40
a lot of the jumpiness in cutscenes, at least the ones i've seen, arises from the low resolution angles in the quake protocol. the camera has to snap to these low res angles which results in a jumpy looking camera
That sounds right too.
So unless the protocol is changed - which is not practical really - there's no fixing it.

Post A Reply:

Name: |
Title: |
Body: |

Website copyright © 2002-2011 John Fitzgibbons. All posts are copyright their respective authors.