Cobalt wrote:Makes me wonder if we could detect slopes on the live player and apply force the opposite direction for moving up a steep slope, and increase it for downward slopes.
normally, the player physics applies gravity and then cancels it out by pushing along the direction of the plane normal, which has the effect of pushing the player sideways, which is how come you slide down slopes in (net)quake. friction prevents it from being fast. remove the friction and you have the slide mod.
you could just directly push the player aligned with the slope's plane, sure, but you'll need to change the maths in order to find your vector along the slope relative to gravity instead of relative to the player's angles.
ssqc can only replace the client's current angles. due to latency, by the time the ssqc's angle change arrives on the client, the client's angles have already changed to something new. the new value gets replaced with something that is based on an older version of the angles, hence why it jitters backwards in time, as it were. what I'm trying to say is basically 'good luck with that'. try csqc, it allows you to separate input, aim, and rendered angles, and without latency between reading+writing.
additionally, any angles ssqc sends are typically limited to 8bit (ie: 256 notches), which is jerky on its own.
additionally, players look stupid when their model is aiming forwards but their rockets are shooting directly upwards/downwards.