Weapon interpolation

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Leonard2
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Weapon interpolation

Post by Leonard2 »

Link to the pull request here.

For comparison, I made webms: [with interpolation] and [without interpolation].
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NeuralStunner
 
 
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Re: Weapon interpolation

Post by NeuralStunner »

Even as someone who can't stand capped framerate, I'm having a hard time seeing the difference.
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Leonard2
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Re: Weapon interpolation

Post by Leonard2 »

Really? It is SO obvious to me, even with just the webms which are of poor quality.
Perhaps if you try it yourself?
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Raziel236
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Re: Weapon interpolation

Post by Raziel236 »

It is very juttery without.
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Xeotroid
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Re: Weapon interpolation

Post by Xeotroid »

It's not really visible in the videos, but holy cow, it really is much smoother in-game. I really like this.
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xenoxols
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Re: Weapon interpolation

Post by xenoxols »

This seems like a really good idea.
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Xaser
 
 
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Re: Weapon interpolation

Post by Xaser »

Oh shit yes. This is my favorite damned thing about PrBoom and the like -- it's indeed smooth as fuck, and being able to use it with the new bob styles is gonna rock. :D
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Ed the Bat
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Re: Weapon interpolation

Post by Ed the Bat »

If only this kind of smoothness could be applied to monster movement. Though I know that's another beast entirely.
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Re: Weapon interpolation

Post by BouncyTEM »

This is fantastic. Utterly, utterly fantastic.

I tried this in doom, hexen, WW-Terror, Russian Overkill, and, just, aaaaaaa

What a world of difference.
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Average
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Re: Weapon interpolation

Post by Average »

Just curious, will this cause any compatibility issues? I'm not a coder so I've no idea! :)
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Graf Zahl
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Re: Weapon interpolation

Post by Graf Zahl »

No, this is entirely on the visual side of things.
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Ed the Bat
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Re: Weapon interpolation

Post by Ed the Bat »

And that's the crux of why this couldn't also be applied to other things in the game world itself, like monster movement, right? Because that'd be more than just visual changes?
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Graf Zahl
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Re: Weapon interpolation

Post by Graf Zahl »

Monster movement is a problem because it's not continuous. The way monsters move and movement interpolation do not work well together. For that you also need some continuous or interpolatable animations, like models have. But with the existing sprites there's no change to make it look good.
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Ed the Bat
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Re: Weapon interpolation

Post by Ed the Bat »

Hm, because I've made custom monsters with smoother movements, by reducing their Speed property and changing their frames like so:

Code: Select all

POSS A 4 A_Chase
...would become:

Code: Select all

POSS A 1 A_Chase
POSS AAA 1 A_Chase("","",CHF_NOPLAYACTIVE)//to prevent the monster from becoming more aggressive
and the smoothness makes me so much happier. I can't go back to the old way; it looks so choppy and ugly to me...

However, the obvious drawbacks to my method are:
1) game world logic is technically changed, since monsters are making more AI calculations than before
2) monsters tend to spaz out in tight spaces because they're able to change directions more frequently than before
3) having lower Speed properties, monsters can sometimes be stuck by walls that are close to them, when a vanilla monster would've been able to break free

So my method is clearly not perfect, even for my needs.
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Graf Zahl
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Re: Weapon interpolation

Post by Graf Zahl »

It still doesn't change the biggest issue here: lack of intermediate animation frames, resulting in some 'gliding' movement.
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