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Author Topic: Teleport-problem  (Read 1385 times)
cmons
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« on: May 30, 2008, 12:35:10 AM »

Hi.
I have the problem with the player teleportation.
When the player changes positions this the position of the camera does not reach from the time only slowly there he flies to the aim.
And I just want to do this away, I want the camera istantly to change the position together with the player.

I exclude the possibility temporary cover of the screen the black square, the camera will finish when to fly till the moment.

--
I wrote possible that something bad, I do not know language English unfortunately well.

Greet.
« Last Edit: June 01, 2008, 01:23:52 AM by cmons » Logged
TTFTCUTS
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« Reply #1 on: May 30, 2008, 01:38:32 AM »

Because of the way the network code interpolates player positions to keep movement smooth, you will not be able to do proper teleportation without some form of sneaky hax such as player objects.
When such objects are used, you can move them instantly, but the player and camera will always take some length of time to reach them.

Basically, it can't be done without a lot of coding, and even then it can't be perfect - it's an engine limitation.
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cmons
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« Reply #2 on: May 30, 2008, 04:21:13 AM »

Maybe, the ready code will write me Basara, after send ready "exe" for me.
Maybe not :<

--
I wrote possible that something bad, I do not know language English unfortunately well.
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Anarchid
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« Reply #3 on: May 31, 2008, 03:51:18 PM »

If what you want is instant camera motion, there is a console variable to address the issue(p#_viewport_follow, set that to slightly above one). If you want the visible worm to be moved istantly where you want it to be teleported, you will have to set up a network event(and thus resolve the movement-prediction/interpolation artifacts). The combination of these measures has already been tested under battlefield conditions, but with varying effectiviness.
« Last Edit: May 31, 2008, 08:48:55 PM by Anarchid » Logged
cmons
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« Reply #4 on: June 01, 2008, 01:11:35 AM »

Have I, for each teleportation, set my own suitable value p#_viewport_follow ?
« Last Edit: June 01, 2008, 01:31:35 AM by cmons » Logged
Anarchid
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« Reply #5 on: June 02, 2008, 03:44:31 AM »

No, set them just once in mod.cfg, the variables keep where put afterwards. Unless the user changes them himself Smiley
And, it will only do half the job.
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cmons
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« Reply #6 on: June 02, 2008, 06:02:37 AM »

But, when I set value of p#_viewport_follow in "mod.cfg" for example 2 or 1.x or 826591, is not worked. ;<
« Last Edit: June 02, 2008, 06:03:34 AM by cmons » Logged
Anarchid
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« Reply #7 on: June 03, 2008, 11:39:43 PM »

Erm, did you write precisely "p#_viewport_follow"?
It should be like "p0_viewport_follow" and "p1_viewport_follow", # is the number of player whose viewport follow speed we are altering.
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cmons
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« Reply #8 on: June 04, 2008, 06:26:14 AM »

:/ I understand this but i ask you about "I must set another value for any teleportation?".
I set value 1.2 ( or 2 or anything value ) for "p0_viewport_follow" in the "mod.cfg" but is bad working.
The screen shivers sometimes and the camera does not fly more quickly.

--
the barrier of the language irritates me.
« Last Edit: June 04, 2008, 06:27:48 AM by cmons » Logged
Anarchid
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« Reply #9 on: June 06, 2008, 05:24:37 AM »

Set it to something like 1.000001. then. Basically , you need to add one to an inverse of the map's greater axis. Given that most maps are no more than a couple thousands of pixels in that, you end up with something between 1.001 and 1.0001, but any smaller overunity number will do as well. At least, when playing local it does.
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Wesz
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« Reply #10 on: June 07, 2008, 02:34:19 AM »

It doesn't work coz value of p0_viewport_follow should be between 0 and 1.
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Anarchid
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« Reply #11 on: June 12, 2008, 08:31:10 AM »

Yeees, and the argument of lua global gfx_set_alpha should be between 0 and 255, too. <3  Tongue
« Last Edit: June 12, 2008, 08:32:03 AM by Anarchid » Logged
TTFTCUTS
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« Reply #12 on: June 12, 2008, 04:02:52 PM »

Well, it was a programming oversight that that one even worked at all Tongue

Though it was very cool!
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