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Chimera Questions & Suggestions

151 posts in this topic
41 minutes ago, GabrielTovR said:

Why when I put the command chimera_interpolate, I get that the command can not be executed now or does not exist, what should it? Sorry for my bad english

If you're using build 32, it's not in there.

 

If you're using build 33, it's there, though it's not very stable and does not resemble what it'll be like in build 34 (hence why build 33 is marked as "unstable").

 

Build 34 will have the next revision which will have both rotation and location interpolation, and I'm planning on releasing it very soon.

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Tiddy-bits:

Hi, I have a question regarding this project.

 

How do I make it work for my dedicated server? Do I need to install something else on my computer or my server? I have downloaded the latest release and placed the dll into my controls folder but cannot make the interpolation work. It just says that the command cannot execute at the moment.

 

Thanks!

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Does the interpolation work for any refresh rate? I have a 100hz monitor, but seeing as that is not a multiple of 30, what elements would go out of sync? 

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4 hours ago, PanTheR said:

Hi, I have a question regarding this project.

 

How do I make it work for my dedicated server? Do I need to install something else on my computer or my server? I have downloaded the latest release and placed the dll into my controls folder but cannot make the interpolation work. It just says that the command cannot execute at the moment.

 

Thanks!

 

The serverside portion of Chimera (a lua script) isn't available to the public yet. Also, interpolation can only be done on clients, not servers. This is a client-sided mod like HAC2 but with different features.

 

2 hours ago, boogerlad said:

Does the interpolation work for any refresh rate? I have a 100hz monitor, but seeing as that is not a multiple of 30, what elements would go out of sync? 

 

Refresh rate does not matter. Interpolation is only concerned about frame rate, which does not need to be a multiple of 30. It just needs to be greater than 30.

 

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great work, could you add an "about_chimera" command similar to HAC2's "about" command? cheers

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9 minutes ago, Zetren said:

great work, could you add an "about_chimera" command similar to HAC2's "about" command? cheers

The chimera command already does this. This command has been available since build 1 or 2. Unlike HAC2's about command, you can even get all the commands and what they do through this.

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alright sweet, I was asking as I put "about" into my init.int to see when HAC2 updated, and it would be nice to have a similar one-liner present below HAC2's line for Chimera, but seeing as chimera does not autoupdate I guess it isn't necessary. One more thing you're probably aware of though, despite getting on average 100fps with interpolate 9 enabled, I still get some kind of stutter. This stutter still persists in a lesser capacity when interpolate is set to 0. Why is there still a reduction in fps when all enhancements are disabled? And secondly, why is there stutter when fps >60? cheers. 1280x720, HD 5500, latest drivers, i5-5200U 2.20GHz. If you need any other info just ask away

Edited by Zetren

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1 hour ago, Zetren said:

alright sweet, I was asking as I put "about" into my init.int to see when HAC2 updated, and it would be nice to have a similar one-liner present below HAC2's line for Chimera, but seeing as chimera does not autoupdate I guess it isn't necessary. One more thing you're probably aware of though, despite getting on average 100fps with interpolate 9 enabled, I still get some kind of stutter. This stutter still persists in a lesser capacity when interpolate is set to 0. Why is there still a reduction in fps when all enhancements are disabled? And secondly, why is there stutter when fps >60? cheers. 1280x720, HD 5500, latest drivers, i5-5200U 2.20GHz. If you need any other info just ask away

 

I'm not sure. I did address a few causes of stutter in the current developmental build that may fix your issue, and I'm planning on releasing it this week. I'm hoping this will fix your problem.

 

Unfortunately, the lowest performing PC I own is a Mac, and the Mac version of Halo is incompatible with Chimera. I only have one other working PC after that, and that's my main rig which has an Intel Core i7-6700K and a GTX 1070. It is difficult for me to find slowdowns and stuttering with Chimera. I'd have to lower the speed of my i7 below Windows 10's minimum requirements before I see stuttering, basically.

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A few things:

- What does chimera_block_mo do? No discernable differences

- chimera_widescreen_scope doesn't work as of build 39

- Would you not consider the 'shrink empty weapons' command a form of cheat?

- While the distinctions between interpolate 0, 3, 6, 8, and 9 are clear, anything in-between these numbers is also an accepted command, so then what does interpolate 4, for example, do?

- Why include your own FOV setter when HAC2's one suffices? Furthermore, why make it a 'vertical' FOV setter? Horizontal FOV is more widely used.

- One thing that Btcc22 never got around to doing was managing to scale the pulse animation of the radar, would you be able to do this like you can in Open Sauce? (Better yet, if you could somehow manage to inject Lumoria's or some other such HD HUD into the game via Chimera you would make me very happy.)

- If something could be done about the sniper's shitty shitty out-of-place zoom bars you would also make me very happy

- I don't know if it's a problem with the original animations or the interpolation code, but the sniper's melee is very twitchy.

 

(aaaggghhh, playing with interpolate on 3 then switching back to 30pfs animations looks so bad now lol)

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On 8/17/2017 at 6:44 AM, Zetren said:

A few things:

- What does chimera_block_mo do? No discernable differences

It disables multitexture overlays in your HUD. In stock maps that's the elevation thingy in the scope of your sniper rifle.

 

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- chimera_widescreen_scope doesn't work as of build 39

Yeah, it's unimplemented at the moment. I forgot to take it out of the console menu when releasing.

 

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- Would you not consider the 'shrink empty weapons' command a form of cheat?

All it does is save you two seconds of having to pick up a weapon, realize it's empty, and then drop it. It doesn't affect weapons currently held by players.

 

Setting your FOV gives you way more of an advantage, because it lets you see more players in a wider field of view, where someone stuck on 70 degrees on a stock client is stuck with what's basically tunnel vision.

 

Interpolation also gives you more of an advantage, as it lets you see movement of other players much more fluidly, where everyone else can only see it at 30 FPS, making it a bit more difficult to track.

 

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- While the distinctions between interpolate 0, 3, 6, 8, and 9 are clear, anything in-between these numbers is also an accepted command, so then what does interpolate 4, for example, do?

I was going to make a graph on this later, but interpolation 1 is position interpolation only for bipeds and vehicles. It's sort of broken with elevators right now, but it was also supposed to do position interpolation with elevators.

 

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- Why include your own FOV setter when HAC2's one suffices? Furthermore, why make it a 'vertical' FOV setter? Horizontal FOV is more widely used.

I've included a lot of things where HAC2's suffices - scope blur removal, a budget counter, etc. However, there are a few reasons why I'd include vertical FOV:

  • If you change your aspect ratio, you don't have to change your horizontal FOV if you set your vertical FOV, as it'd adapt your horizontal FOV to your new aspect ratio using math, eliminating distortion at any aspect ratio.
  • Some people don't have HAC2.
  • This was widely requested by people who have HAC2.
  • All you're doing when you're setting your horizontal FOV is trying to make it so the game isn't distorted, thus what you're really doing is setting vertical FOV by setting horizontal FOV. This takes out two steps: brute forcing your horizontal FOV or calculating the right horizontal FOV.

 

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- One thing that Btcc22 never got around to doing was managing to scale the pulse animation of the radar, would you be able to do this like you can in Open Sauce? (Better yet, if you could somehow manage to inject Lumoria's or some other such HD HUD into the game via Chimera you would make me very happy.)

I don't know if I can do that.

 

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- If something could be done about the sniper's shitty shitty out-of-place zoom bars you would also make me very happy

chimera_block_mo

 

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- I don't know if it's a problem with the original animations or the interpolation code, but the sniper's melee is very twitchy.

The stock melee animation is twitchy. Interpolation just makes it more obvious. It does that to a lot of weapons.

 

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(aaaggghhh, playing with interpolate on 3 then switching back to 30pfs animations looks so bad now lol)

That is how I feel. It feels like the game is laggy when I play it at stock.

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