A nice feature in modern Quake source ports is movement interpolation. This makes it much easier to track enemy movement, especially faster monsters such as Fiends. But one thing that's always bothered me is that it made them turn like Roombas!
The new cvar, r_lerpturn, defaults to 1 so shouldn't affect existing configs. The setting has no effect when r_lerpmove is 0.
These changes have not been tested with attached entities. Do let me know how I can test this with CL_LerpEntity, and/or just straight up tell me whether this new lerping option breaks anything.
A nice feature in modern Quake source ports is movement interpolation. This makes it much easier to track enemy movement, especially faster monsters such as Fiends. But one thing that's always bothered me is that it made them turn like Roombas!
So I decided to try turning off that part of the lerping so that only positional lerping is done. I quite like the result, as rotation is now done in lockstep with the animation, which looks much more natural, but you can still make out the entity's general trajectory: https://user-images.githubusercontent.com/34800072/227813418-65f6dcbb-a1fd-4e34-8b61-8dbbc667b2ee.mp4
The new cvar,
r_lerpturn
, defaults to 1 so shouldn't affect existing configs. The setting has no effect whenr_lerpmove
is 0.These changes have not been tested with attached entities. Do let me know how I can test this with
CL_LerpEntity
, and/or just straight up tell me whether this new lerping option breaks anything.