Nash wrote:Impressive! Although... I wonder if it's just me, or does the mouse yaw effect feel a little jerky? I took a brief look at your code and I'm thinking if you could unify all of the effects and condense them into a single loop/script? It would be neater than having 3 player scripts running at the same time...
I have a feeling this is because the game engine and therefore ACS scripts run at 35FPS, so it looks choppy if you're playing at 60.
Unless it does interpolation like it does for player input view changes. Maybe it was never implemented for roll yet?
EDIT: Failing that, it could simply have to do with the fact that mouse input is highly erratic. Even if you think you're moving your mouse at a constant speed, the values reported by it can still vary quite a bit. You can notice this if you use GlovePIE to map the mouse to a virtual joystick and look at it in the control panel. If you use the arrow keys to turn (guaranteed constant speed) or a joystick axis, it looks fine with no stuttering.
You will need to write some kind of smoothing algorithm.
However, I really think the lack of interpolation is the main cause of this. It seems perfectly fine with cl_capfps on.
Last edited by MG_Man on Fri Feb 13, 2015 6:48 pm, edited 3 times in total.