I set up a cinematic where the camera circles an object while staying pointed towards it. I calculated the angle of the camera by
camera.angles = vectoangles(targ.origin - camera.origin);
where this is updated every cycle of the game, but the change in angle is only changing in whole units and looks really jerky. Is there a way to smooth out the camera angle change or is it some sort of limit of the game. The player view point moves fluid enough so there has to be a way to emulate the smoothness. Any help or ideas.
Smoothing out the angles on a camera
-
- Posts: 7
- Joined: Fri Oct 22, 2004 2:35 am
- Contact:
The problem is Quake tends to send angles to the client (even when you're playing single player it emulates client-server format) as bytes, meaning you can only have 256 possibilities for each of the 3 360-degree angles. This makes things pretty jerky, unfortunately.
Darkplaces I believe has fixed this, and sends large angles by default...? This bug was the bane of existance for a long time for a lot of people, but in DP at least it seems to be fixed. I don't know if I set an option or something.
Darkplaces I believe has fixed this, and sends large angles by default...? This bug was the bane of existance for a long time for a lot of people, but in DP at least it seems to be fixed. I don't know if I set an option or something.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.
It isn't a bug, it was just compressed because Quake didn't ever have a need for really precise values, so it did it to save on net bandwidth. IMO they should have made SVC_SETANGLE take WriteCoord instead of WriteAngle...
F. A. Špork, an enlightened nobleman and a great patron of art, had a stately Baroque spa complex built on the banks of the River Labe.
-
- Posts: 7
- Joined: Fri Oct 22, 2004 2:35 am
- Contact:
An Old Problem
So what your trying to say is there is absolutely no way around this in regular .qc based quake coding at all, right?
Probably not. Most Quake engines still have the problem with byte-sized angles. As said above, this was a design decision by ID Software, not a bug; however, it's become a major inconvenience now that we've raised the bar in our mods.
The one non-new-engine-solution might be to use the player as the camera... but I think self.fixangle=TRUE; does the same as the setangle writebyte, so perhaps that won't fix it either.
If you can't get DP or the other high-graphics engines to run on your compy, then perhaps Spike has fixed it in FTE? If you're trying to avoid all new engines completely, then I don't know what to tell you.
The one non-new-engine-solution might be to use the player as the camera... but I think self.fixangle=TRUE; does the same as the setangle writebyte, so perhaps that won't fix it either.
If you can't get DP or the other high-graphics engines to run on your compy, then perhaps Spike has fixed it in FTE? If you're trying to avoid all new engines completely, then I don't know what to tell you.
When my computer inevitably explodes and kills me, my cat inherits everything I own. He may be the only one capable of continuing my work.