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Smoother monster interpolation

Posted: Tue Jun 14, 2011 8:22 pm
by Sodaholic
Would it be possible to have a third option for monster interpolation, and have it be interpolated every frame? The current interpolation isn't too noticeable, as it still looks choppy. I know JDoom interpolates it as smoothly as possible, so I know it can be done.

Re: Smoother monster interpolation

Posted: Wed Jun 15, 2011 7:18 pm
by Project Shadowcat
Isn't there already an option for that?

Re: Smoother monster interpolation

Posted: Wed Jun 15, 2011 7:20 pm
by NeuralStunner
Personalyl, I think it looks fine. :shrug:

Re: Smoother monster interpolation

Posted: Wed Jun 15, 2011 7:23 pm
by chopkinsca
NeuralStunner wrote:Personalyl, I think it looks fine. :shrug:
Ditto. I never noticed the difference in JDoom's interpolation option compared to being on or off.

Re: Smoother monster interpolation

Posted: Wed Jun 15, 2011 9:55 pm
by Sodaholic
Huh, I thought it looked rather choppy. Maybe not as much as without it, but it appears to just be interpolating it to be twice as smooth, not as smooth as the framerate allows.

Re: Smoother monster interpolation

Posted: Wed Jun 15, 2011 10:17 pm
by randi
Interpolation is only for inter-tic movement. Since (most) monsters don't move every tic, interpolating their movements won't work.

Re: Smoother monster interpolation

Posted: Wed Jun 22, 2011 12:04 pm
by Amuscaria
I don't supposed you could do this manually by making the monsters movement frames call A_Chase every 1-tic.

Say a monster has something like this for the chase with a speed property of 32:

MONS AABBCCDD 4 A_Chase

The monster moves 32 units every 4 tics. I'm guessing this is what you mean by non-smooth movement, that the monster jumps 32-units every time 4 tics is counted.

You could just do this:

MONS AAAAAAAABBBBBBBBCCCCCCCCDDDDDDDD 1 A_Chase; and change the speed to 8. Now the movement should be more smooth, although still limited. But I'm guessing the monster will randomly change directions a lot more with something like this? I'm not sure if A_Chase also causes the monster to change directions.

Re: Smoother monster interpolation

Posted: Wed Jun 22, 2011 1:24 pm
by Graf Zahl
Not that easy. If you don't use specific parameters so that attacks are only checked each 4th frame the monster will become far more aggressive.

Re: Smoother monster interpolation

Posted: Wed Jun 22, 2011 1:57 pm
by Xtyfe
Graf Zahl wrote:Not that easy. If you don't use specific parameters so that attacks are only checked each 4th frame the monster will become far more aggressive.
Interesting, so would something like this work?

Code: Select all

	See:
		POSS AAA 2 A_Chase ("", "")
		POSS A 2 A_Chase ("", "Missile")
		POSS BBB 2 A_Chase ("", "")
		POSS B 2 A_Chase ("", "Missile")
		POSS CCC 2 A_Chase ("", "")
		POSS C 2 A_Chase ("", "Missile")
		POSS DDD 2 A_Chase ("", "")
		POSS D 2 A_Chase ("", "Missile")
		Loop