by Xaser » Sat Feb 03, 2007 11:17 pm
The "jittery-ness" is probably because scripts and the like are updated only each tic, and due to the uncapped framerate, it's possible for other things (players, cameras, platforms, etc.) to move in that split second between tics. If you set cl_capfps to 1, you'll notice that the "jittery-ness" is gone (though admittedly that's only because the whole game looks like a slideshow now.

) Unless new move commands can be created (an ACS ActorMover, perhaps?) this can't really be fixed, unfortunately.
Wait, since when do I know so much about the Doom engine? Graf's the programmer here... plus, I'm saying this without playing the wad, too, so I'm either hitting the nail on the head perfectly or dropping the hammer on my own foot.

The "jittery-ness" is probably because scripts and the like are updated only each tic, and due to the uncapped framerate, it's possible for other things (players, cameras, platforms, etc.) to move in that split second between tics. If you set cl_capfps to 1, you'll notice that the "jittery-ness" is gone (though admittedly that's only because the whole game looks like a slideshow now. :P ) Unless new move commands can be created (an ACS ActorMover, perhaps?) this can't really be fixed, unfortunately.
Wait, since when do I know so much about the Doom engine? Graf's the programmer here... plus, I'm saying this without playing the wad, too, so I'm either hitting the nail on the head perfectly or dropping the hammer on my own foot. :P