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Re: When more polygons results in harder wallwalking

Posted: Wed Oct 31, 2012 8:20 am UTC
by WhiteTech
ViruS wrote:

Server's problem I think. Its also related to why the fans in nano and the telenode rings are acting warpy.
Then again, somehow it appeared in one of my LAN server demos :/

Perhaps, but the old Trem/GPP was just fine..... Not instant but not jerky.... So Im thinking it's something to do with the new system which allows for setting the speed. I personally don't care for setting speed, just as long as it's not instant or slow.... so Trem's was great.


Re: When more polygons results in harder wallwalking

Posted: Wed Oct 31, 2012 10:25 am UTC
by ViruS

If you set the cl_wwtime or whatever it is called to like 5000 [five seconds smoothing] it'll still be jerky.


Re: When more polygons results in harder wallwalking

Posted: Wed Oct 31, 2012 9:03 pm UTC
by WhiteTech
ViruS wrote:

If you set the cl_wwtime or whatever it is called to like 5000 [five seconds smoothing] it'll still be jerky.

What does that have to do with it?

Im saying even on the setting set to fast, you still get a jerkyness.... of course the slower the more jerky. When the setting is on slow it's painful.


Re: When more polygons results in harder wallwalking

Posted: Thu Nov 01, 2012 4:29 am UTC
by epicdude

Let's do both
1) the arrow showing gravity/ground direction
2) automatic smoothing of wall: just take normal in the place where you stand and in say 5x3 points around and average that

there is Idea for the arrow - http://unvanquished.net/ideas/ideatorrent/idea/39/


Re: When more polygons results in harder wallwalking

Posted: Thu Nov 01, 2012 11:21 am UTC
by ViruS

Funny, that made me realise there's a big fat arrow in the background.

I don't like the idea of an arrow, there should be another way to tell us. Probably some veins appearing to the "bottom" where "bottom" is the side which gravity is pulling you to?

Okay, that was a stupid idea, but i do get headaches from tilting my head.