WOF_NOINTERPOLATION for A_WeaponOffset

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Re: WOF_NOINTERPOLATION for A_WeaponOffset

by NeuralStunner » Mon Jul 11, 2016 5:31 pm

Okay, I just spammed up the forum with individual suggestions. Wish me luck. :P

Re: WOF_NOINTERPOLATION for A_WeaponOffset

by Xaser » Mon Jul 11, 2016 12:02 pm

Apologies if I'm coming off as "hey get out" -- I don't mean it that way. Just being a wordy dude. :P

Having just the weapon flag would be cumbersome to use. My desire is to be able to disable the interpolation for a single frame, and it'd be icky to have to wrap it with A_ChangeFlag each time.

I'm personally not too concerned with the amount of overrides, though, since there's a natural hierarchy to it (unlike, say, CAUSEPAIN/FORCEPAIN/ALLOWPAIN, etc).

Re: WOF_NOINTERPOLATION for A_WeaponOffset

by NeuralStunner » Mon Jul 11, 2016 10:58 am

Sorry, not trying to repurpose your thread. :lol: Mostly I wanted your thoughts on whether this many switches/overrides is overkill. A weapon flag and cvar would be more than sufficient, were there a function to change a carried inventory actor's flags. (Bah, I should just make a thread for that already.) Failing that, the behavior flags are really the only other option, right?

Re: WOF_NOINTERPOLATION for A_WeaponOffset

by Xaser » Mon Jul 11, 2016 10:04 am

A weapon-level off-switch is yet another separate suggestion. To clarify to any potential devs, such a thing would not fulfill the use case in the original post.

Just to tally up things so far in case anyone's interested in one-shotting this:
  • WOF_NOINTERPOLATION for A_WeaponOffset
  • A version of the same flag for A_Raise/A_Lower
  • A weapon-level flag for disabling interpolation
  • A global CVAR toggle for disabling interpolation
This thread's "officially" just about the first item in the list, for the record.

Re: WOF_NOINTERPOLATION for A_WeaponOffset

by NeuralStunner » Mon Jul 11, 2016 12:11 am

Xaser wrote:Offset() is interpolated too
Oy. Perhaps a weapon flag is in order, this would be the least-messy way to make weapons behave "classic-like". (I'm not of the mind to outright break it always and forever, but I'm doing something very specific with this project.)

Re: WOF_NOINTERPOLATION for A_WeaponOffset

by Xaser » Sun Jul 10, 2016 11:13 pm

Yeah, this is starting to get into new-thread territory. A similar flag tor A_Raise/Lower would probably make sense and a CVAR to turn it off globally is a good idea.

The default shouldn't be switched -- Offset() is interpolated too; it's a global change that needs an off-switch, not the other way around.

Re: WOF_NOINTERPOLATION for A_WeaponOffset

by NeuralStunner » Sun Jul 10, 2016 10:27 pm

Indeed, it looks completely dumb when mixed with pre-offset, frame-by-frame animation. Though personally, I'd say that no interpolation should be the default. This is supposed to be a replacement for Offset(), isn't it?

My other concern is that there's no override for interpolated select/deselect. I have a set of weapons that use stacked A_Raise/Lower with some custom animation, which is a little choppy-looking and deliberately so. Now the weapons slide up at lightspeed then switch to the framed animation, which both looks stupid and completely ruins the effect I was trying to achieve by doing it that way.

Lastly, there needs to be a client cvar to disable the effect entirely. 3D movement at 75Hz doesn't bother me, but something about this is messing with my eyes. (I'm venturing into "make another suggestion thread" territory here, I know. :P )

WOF_NOINTERPOLATION for A_WeaponOffset

by Xaser » Sun Jul 10, 2016 8:31 pm

Offset interpolation is cool as hell, but sometimes there are cases that cause odd transitions to occur (e.g. TNT1 A 0 with no offsets to a real sprite with heavy offsets). A WOF_NOINTERPOLATION flag would let us handle these without inserting extra frames with delays (which is currently slowing down my current weapon's fire rate a bit... grr).

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