Re: NewHexen and its source:
I know about it. (In fact I have sources to almost all of
hexen2, such as AoT, UQE, NewHexen, Pa3PyX..., so don't
worry ;)
Re: Model interpolation:
I can try adding an implementation, but it won't go in 1.4.3
because it is in release candidate phase right now and I'll
merge only strict bug fixes and portability improvements.
Thanks.
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
Model Interpolation guide here http://www.quakewiki.net/archives/qer/tutorial4.html
A few suggestions:
1.dont use "realtime" use "cl.time" so interpolation being more smoothly and host_frametime can affect it, like in Darkplaces.
2. This guide designed for quake but in hexen2 in function
void R_DrawAliasModel (entity_t *e)
you must use R_RotateForEntity2 (e); instead of R_RotateForEntity (e); //in model interp guide, so all rotating models like quartz flashk and crystal vial and etc, keep rotating.
3. use blend = timepassed / 0.05; instead blend = timepassed / 0.1; (more smoothly)
and e->frame_interval = 0.05; instead e->frame_interval = 0.1;
If you would like to refer to this comment somewhere else in this project, copy and paste the following link:
sorry for my bad english
Could you implement model interpolation, so the enemies moves would be softer, like the darkplaces port for quake?
This is on the TODO list. I don't know if it can make it
into the upcoming 1.4.2 release but it will be implemented.
Thanks.
Model interpolation available on NewHexen 1.17 you can download source of NH 1.17
http://newhexen.raven-games.com/
look on end of page
Re: NewHexen and its source:
I know about it. (In fact I have sources to almost all of
hexen2, such as AoT, UQE, NewHexen, Pa3PyX..., so don't
worry ;)
Re: Model interpolation:
I can try adding an implementation, but it won't go in 1.4.3
because it is in release candidate phase right now and I'll
merge only strict bug fixes and portability improvements.
Thanks.
Model Interpolation guide here
http://www.quakewiki.net/archives/qer/tutorial4.html
A few suggestions:
1.dont use "realtime" use "cl.time" so interpolation being more smoothly and host_frametime can affect it, like in Darkplaces.
2. This guide designed for quake but in hexen2 in function
void R_DrawAliasModel (entity_t *e)
you must use R_RotateForEntity2 (e); instead of R_RotateForEntity (e); //in model interp guide, so all rotating models like quartz flashk and crystal vial and etc, keep rotating.
3. use blend = timepassed / 0.05; instead blend = timepassed / 0.1; (more smoothly)
and e->frame_interval = 0.05; instead e->frame_interval = 0.1;
Any progress on this feature?
Last edit: Ryan Spidell 2016-06-07