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InsideQC Forums • View topic - Nasty interpolation bug - and fix!

Nasty interpolation bug - and fix!

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Nasty interpolation bug - and fix!

Postby mh » Mon Jan 12, 2009 1:28 am

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Postby MeTcHsteekle » Mon Jan 12, 2009 1:38 am

ugh i got to get back to engine exparaments soon again, the last time i used pheniox's interpolation tutorial it had this strange effect with the between map shots [the part that shows you the kills secrets time], it had this kind of cutting off stuf, like some parts of the level wee fine, but most of it was clipping and all the entityes [like dead stuff] wasent showing :S i dont know what i did.

but right now im working onsome kind of a mod [got some weapons in, and the nailgrunt [separate from solder.qc, has a nailgrunt.qc and i got it on a map along with quakeguy and the quakeguy.qc] :D
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Postby mh » Mon Jan 12, 2009 1:50 am

Yeah, there's lots of things wrong with that code. :evil:

It was great for it's time, and a massive step above what vanilla Q1 did, but it still needs a good thorough working over; it's over 8 years old, after all. Bugs come out in the field.

The positional interpolation should be in CL_RelinkEntities rather than in R_RotateForEntity for starters; just so much cleaner and less hacking around special situations required.

Animation interpolation is probably better calculated at load time (especially now that memory is no longer a pressure); expand the verts x3 or x4 and fill in the interpolated verts.

Muzzleflashes.

And this bug, of course... :evil: :evil: :evil:
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Postby Dr. Shadowborg » Mon Jan 12, 2009 4:40 pm

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Postby MeTcHsteekle » Mon Jan 12, 2009 6:01 pm

bah
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Postby r00k » Tue Jan 13, 2009 6:20 am

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Postby dreadlorde » Mon Mar 01, 2010 12:04 am

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Postby revelator » Mon Mar 01, 2010 3:14 am

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Postby Baker » Wed Jun 23, 2010 9:56 am

The night is young. How else can I annoy the world before sunsrise? 8) Inquisitive minds want to know ! And if they don't -- well like that ever has stopped me before ..
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Postby mh » Wed Jun 23, 2010 10:31 am

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Postby Spike » Wed Jun 23, 2010 11:32 am

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Postby revelator » Wed Jun 23, 2010 4:59 pm

i think joequake also had it not sure though... might be closer to standard quake.
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Postby mh » Wed Jun 23, 2010 5:27 pm

Never doing a trivial_accept is enough for the bbox thing.

Anyway, I've found the code! :D It's actually mostly r_alias.c, but the changes in there were quite extensive, so a tutorial would just consist of "replace this line with that line" over and over again for quite a bit. I'm going to just do a QuakeTastic upload of the full r_alias.c together with a few implementation notes; if anyone's interested in dissecting the changes further they can grab their favourite diff tool and work on it with that.

OK, here we go:
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