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Kavawuvi

Misc CE Development

285 posts in this topic
3 hours ago, aLTis said:

Eyy

Pretty cool stuff. I did this a while back to impress some HaloMD folks, though I also used a client-sided mod so it'd update both the player's location and velocity to keep them from being jumpy. I didn't know about values like local_player_update_rate and remote_player_position_update_rate at the time.

 

It'd definitely make a lot more custom vehicles more useful without having to do stuff like extremely slowing them down.

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1 minute ago, Tucker933 said:

...what were you doing?

I was working on velocity interpolation. If you notice, the jumping was at 60 frames per second.

 

However, it also broke the model. :(

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2 hours ago, 002 said:

I broke things.

LOL that's some cool sneaky crouching you got going right there.

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Here's a less broken version. It's not perfect and only affects player bipeds, but it's good enough as a proof of concept.

 

 

This video also includes a 0.25x slowdown at 0:15 (the video was recorded at 240 FPS):

 

 

Projectiles (once again, you can see it slowed down):

 

 

Tucker933, aLTis and tarikja like this

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Somehow I made it even better than before.

 

 

This is a little more CPU intensive than the last one, so I was thinking of having three settings: off, low (smooth), and high (smoother).

swamp, Tucker933 and kronos like this

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Finished armor ability HUD, it shows which one you have picked up and a cooldown meter. It's using battery and secondary ammo meters in stupid ways to work.

e01b8046eb.jpg

670c10dd2e.jpg

 

kronos, Sceny, Tucker933 and 1 other like this

08f9474ede.jpg

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