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  • #16
    sys_sicrate is only for dedicated servers in which case the client isn't running anyway so none of this is relevant.

    I meant the host_frametime global variable, not the host_framerate cvar, but you're right about the latter - it has no real useful purpose in normal gameplay. It is good for simulating a certain framerate and seeing what happens, as well as for demo speed control (although host_timescale a-la Fitz makes infinite more sense).

    CL_ReadFromServer calls Relink/Update, but you can either split them out from it or just leave things be - if there is nothing in the message stream then CL_ReadFromServer will just read nothing (everything else will happen normally).

    Low-level grittiness - the criminal is CL_LerpPoint and the fix is to remove the "|| sv.active" test from the first if in it. Because the client and server are running at different rates you need to run the lerp point as if the server was remote. That messes up position/rotation interpolation so right now I run them on the server same as DP 1.05 did (haven't found a robust client-side fix yet...) - but only if there is a server running locally, otherwise I run them on the client. I believe that this is the last item I really need to fix up properly. I've a good idea of what such a fix would look like - each entity has it's own view of cl.time that may not be the same as the real one, and entities use a slightly different version of CL_LerpPoint - but it's sufficiently disruptive that I'm holding off on it.

    Lots of subtle interactions...
    IT LIVES! http://directq.blogspot.com/

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    • #17
      does directq support raw input ? i've been testing fte recently and found this to be quite smoother.

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