Player's arms move too much

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rocknroll237
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Joined: Fri Aug 31, 2012 9:55 pm UTC

Player's arms move too much

Post by rocknroll237 »

Yo, is there a way of controlling how much the player's arms move from side to side. It's driving me insane!

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ViruS
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Re: Player's arms move too much

Post by ViruS »

cg_drawguns 1, or 0. 2 is for alien arms.
Apparently the arms are slower and at normal speed in demos though, so its probably a ping-related problem like how my shotgun fires twice per second on NA server.

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rocknroll237
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Re: Player's arms move too much

Post by rocknroll237 »

Hmmm, they still move from side-to-side very quickly and it looks a bit fake. I think the devs should reduce the movement a bit. :D

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ViruS
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Re: Player's arms move too much

Post by ViruS »

On a private server, rant's speed looks o.k. but still robot-y. Marauders, basi and goon 'choppers' dont work on LAN, even without my visual mod and the outdated vms. [noted in my visual mod alpha 6-7 updates, theres a buglist specifically for unvanquished (not my mod) for developers at the bottom of that file]

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Kynes
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Re: Player's arms move too much

Post by Kynes »

Are you referring to how the alien arms move while you walk around? Are there any particular classes that stand out in particular as unnatural looking? Thanks for the feedback.

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ViruS
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Re: Player's arms move too much

Post by ViruS »

Kynes, the greater the ping you have, the more obvious it is. If you code, i guess you could try making a client-side hacky ping raising tool of some sort.
I'm sure this teleporting arm swiping business is related to the bug where i can fire my shotgun 5 times a second.

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Kynes
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Re: Player's arms move too much

Post by Kynes »

The animation should be entirely clientside and completely unaffected by ping. I'm not sure where you're getting that from.

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ViruS
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Re: Player's arms move too much

Post by ViruS »

Kynes wrote:

completely unaffected by ping.

I forgot to say, the sound is also effected, on tremulous as well. Its also noticable when you clip into other players and shoot at the same time.

I'll upload a video of choppers once my internet goes back to normal (14th) and i'll post a link here when it is finished. Fraps reduce unv's fps to at least 20 in battle when using the cheapest video settings, so it will be a bit hard to see. Demos show what spectators see [its traced back and does not record partial or client-side warps, i posted a thing about it a long time ago on trem forums] so that won't do.
If anyone knows how to make it so gameplay fps isn't half of what fraps records, that'll be great. (e.g. i see 10 fps, fps meter shows 20. I proved this by making a circle every 4 frames, in the fraps recording, it showed a diamond with 2 frames a turn)

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velociostrich
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Re: Player's arms move too much

Post by velociostrich »

Regardless of the root cause, I do agree that something about the animations looks off, though I suspect the (linear?) interpolation between keyframes to be part of the issue. Because of how fast they are, they really ought to be created and exported from Blender at a high framerate so interpolation is kept to a minimum. I don't know what framerate they were created at.

rocknroll237
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Re: Player's arms move too much

Post by rocknroll237 »

I get excessive arm swinging on a local server (as well as online).

I haven't tested any alien arms yet (I think I need to type in that special command), but just take a look at how much the rifle moves about when running (standard human class), it's crazy! :D

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