Warp does not consider angle and Z?

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Nash
 
 
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Warp does not consider angle and Z?

Post by Nash »

See demo file. I am attaching an object to the player. X and Y works perfectly but angle and Z does not. Turn the player around and the angle is jittery; try jumping and see the object "lag" behind the player's view.

https://dl.dropboxusercontent.com/u/473 ... racter.pk3
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Major Cooke
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Re: Warp does not consider angle and Z?

Post by Major Cooke »

Angle was never considered for interpolation. Only movement. That part's not a bug. I could try seeing if Warp can interpolate angle turns with a flag.

And for Z, if you use the chase console command you'll see both actually line up perfectly and never deviate, so it's only to deal with the player's view itself.
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Nash
 
 
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Re: Warp does not consider angle and Z?

Post by Nash »

I wonder how come the object lags on Z only. You can set the player to move as fast as you want and the X and Y will stay locked to the camera's view.
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Re: Warp does not consider angle and Z?

Post by Major Cooke »

That's to let the player gain ducking room when they land or ascend up some stairs. Smoother movement and such.
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Re: Warp does not consider angle and Z?

Post by Nash »

Solved the Z problem. To compensate for the camera Z interpolation, I subtract the player's Z velocity from the Z coordinate in the warp parameter. Might look wrong in third person or multiplayer but I don't really care about that. Now the angle problem remains...
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