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Between 2021-07-20 00:00:00Z and 2021-07-21 00:00:00Z
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float SinceStart = (Client()->PrevGameTick(g_Config.m_ClDummy) - m_pClient->m_aClients[ClientID].m_EmoticonStart) / (float)SERVER_TICK_SPEED + Client()->GameTickTime(g_Config.m_ClDummy);
09:59
didn't test. probably wrong. back to work lol
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@TsFreddie that makes the animation way too slow
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[quakenet] Jupstar BOT 2021-07-20 10:37:30Z
ts didn't we already find out that the intratick just isnt a reliable source for such stuff, bcs on 2 tick per snapshot its still a value between [0, 1]
10:38
the correct way would be to add a variable smth like IntraTickSincePrev, that is a value that isnt between 0 and 1
10:39
but even then it would probably only look good in demos, not in realtime, that is bcs of the order of packets, emotestart just uses the gametick, but if the current gametick is old at the next snapshot we already skip quite alot of the animation
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so we don't have a good smooth time that approximates gametime? 😦
10:43
I checked how damage indicators, weapons and map animations handle this kind of stuff
10:43
and it seems they are all doing it differently, and in ways that seem to conflict with the video recorder
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heinrich5991
so we don't have a good smooth time that approximates gametime? 😦
seems very messy. I guess we need someone to give us a time that approximates gametime but is still relatively smooth
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heinrich5991
@TsFreddie that makes the animation way too slow
probably, i just copied the one used for weapon attacking animation.
10:54
this would probs fix it for demos, but as said, bcs gametick is changed by a later snapshot it will still look like half of the anim is skipped
10:54
on a server
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seems like none of the character animation actually use intratick other than the aim angle
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what have i started
Exported 16 message(s)