Closed Riccardoman closed 3 years ago
set the command to interp animations value to 2. it interps everything but causes some oddities.
cannot find the command, are they r_lerpmove and r_lerpmodels? they don't seem to work
r_lerpmodels
Set it to 2
tried it.... doesn't work it interpolates even the fire, but not the screen movement when you shoot (for example the shotgun, which it's really noticeable
Ok I tried to compare QS, QSS and VKQ... now I'm certain of it. VKQ has the same issue that QS vanilla has, but QSS had it fixed
I'll try to explain it better. Wen you shoot, the screen (crosshair) goes up, and after it returns to the initial position. In QSS the movement from up to down doesn't skip any frames, in VKQ it skips the frames that are from the initial position and it goes directly to the upper position, tho skip the frames again and go to the initial position
I finally found the prompt digging in the fitzquake page! For anyone who's interested to enable the gun kick interpolation the line is V_GUNKICK 2
Wow, much smoother now, why isn't it the default?
v_viewkick 0 try that
On Sun, 22 Nov 2020 at 19:48, Riccardoman notifications@github.com wrote:
tried it.... doesn't work it interpolates even the fire, but not the screen movement when you shoot (for example the shotgun, which it's really noticeable
Ok I tried to compare QS, QSS and VKQ... now I'm certain of it. VKQ has the same issue that QS vanilla has, but QSS had it fixed
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v_gunkick 0 not viewkick my bad
On Sun, 22 Nov 2020 at 20:29, AnotherLife notifications@github.com wrote:
Wow, much smoother now, why isn't it the default?
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By design. QuakeSpasm and vkQuake want to be faithful to the original Quake.
While shooting the screen shake skips a lot of frames Also the interpolation on some buttons is absent