Pottsdam on 29/3/2006 at 08:39
I've come across a few posts describing this, but have found no fix. It's incredibly annoying.
I'll describe it as best I can: When running or sneaking, movement seems jittery as if the framerate is inconsistent or lagging. I know it doesn't have anything to do with the framerate because simply using mouselook to look around doesn't show the same jitteriness. Also, FRAPs shows no difference in framerate between standing still and moving (game runs at 30-45fps on my system and config)
I read a post that suggested it probably has something to do with the camera being rigidly fixed on Garret's player model. This makes sense, though third person view has the same problem.
I've tried some ini tweaks, such as the bodyawareness=0 thing, and disabling head bobbing but neither of them addressed the issue.
This is almost making me consider abandoning this game, it's so annoying. Why the hell should it look like i'm running at 20fps when it's actually rendering twice that? Does everyone experience this, or is it just some people? Was it present on the Xbox version?
OrbWeaver on 29/3/2006 at 10:09
It's a known issue, and yes it is annoying.
I believe it is because of the camera being tied to the animation of Garrett's player model, which is very jerky (like all animations in TDS).
ascottk on 29/3/2006 at 15:23
Actually it's the animations that are jerky. The end of the looped animations do not match the start of the animation, so we end up with a jerk every time the animation restarts. Apparently the original animator didn't use the curve editor in 3ds max to match up the end of the animations to the start.
I've been trying to fix them over the last week but there's a few technical hurdles to jump through :sweat:
New Horizon on 29/3/2006 at 16:33
Quote Posted by ascottk
Apparently the original animator didn't use the curve editor in 3ds max to match up the end of the animations to the start.
:tsktsk: That's pretty sad. Sloppy work.
bikerdude on 29/3/2006 at 17:15
Quote:
Originally Posted by ascottk
Apparently the original animator didn't use the curve editor in 3ds max to match up the end of the animations to the start.
Quote Posted by New Horizon
:tsktsk: That's pretty sad. Sloppy work.
No suprise really since the animator was only concerned with the xbox etc.
Ascottk - keep up the good work dude! I firmly beleive your fix will give TDS that uber fix its been needing since it was released. Im Annoyed though that the fans have had to fix it rather than Eidos/ion storm....!
Quote:
maybe even the original animator could be so kind.
If she/he did it would be very much appreciated, and I would personally buy them several drinks!
biker
New Horizon on 29/3/2006 at 17:49
Quote Posted by Bikerdude
No suprise really since the animator was only concerned with the xbox etc.
Quite true. I would have expected that whoever did the work would want to put their best out there, regardless of format...but alas.
Quote:
Ascottk - keep up the good work dude! I firmly beleive your fix will give TDS that uber fix its been needing since it was released. Im Annoyed though that the fans have had to fix it rather than Eidos/ion storm....!
biker
I agree. You have been a one man army lately ascottk. :) I know what you're going through, and how hard it is to stay motivated, especially when one success is set back by another obstacle. Just work on it when you can and don't feel obligated to finish at a certain time. Work for yourself. It's too bad some animators with 3DS max experience wouldn't drop by to lend a hand...maybe even the original animator could be so kind. ;)
CD Set on 30/3/2006 at 19:28
Quote Posted by New Horizon
Quite true. I would have expected that whoever did the work would want to put their best out there, regardless of format...but alas.
Don't be so sure about that. Back when I was a kid, I remember playing some old computer game at my friend's house (it was a demo version of some game developed for kids, can't remember the name) and I looked around in the script files to see if I would find anything interesting.... and well, I kind of did :p .
You know sometimes, when the programmer wants to remember exactly what string of code does what, he/she sometimes puts comments next to the syntax (eg: this line makes the game start).
Well, in the script files of the game I mentioned, the programmer had written these awful comment strings like:
"this line checks to see if the dumb kid playing this game can handle the gameplay. Obviously, if this script is run, he doesn't."
and
"if the ******* idiot kid is good, and has practiced, this line makes the game go to the next level."
After reading that, it was obvious that the programmer hated the player, but even more so having to program kids' games. It was bittersweet, but made me laugh my ass off :laff: .
grinningman on 5/4/2006 at 03:34
I've noticed a different (?) problem: Whenever Garrett runs, his steps are not regular. They speed up and slow down for no apparent reason, making him run faster or slower. This might also be true when he walks, but it's more difficult to tell. It's easiest to see this in the 3rd person view.
Is this the 'jittery' movement the original poster was talking about? Or is it related somehow? The bobbing of Garrett's head as he walks/runs doesn't bother me, but the speed up/slow down is really annoying.
I've downloaded the demo and have just ordered the game. The movement and rubbery ragdoll effects in the demo are dodgy, but the lighting and dialogue are fantastic, enough to make me want to buy the game. Good luck with your modding ascottk! I look forward to any mods that will make Garrett's movement smoother.
ascottk on 5/4/2006 at 05:19
Quote Posted by grinningman
I've noticed a different (?) problem: Whenever Garrett runs, his steps are not regular. They speed up and slow down for no apparent reason, making him run faster or slower. This might also be true when he walks, but it's more difficult to tell. It's easiest to see this in the 3rd person view.
I noticed the footsteps sounds are irregular. The source animation files contain "note track info". These commands tell t3, when and where in the animation, the sound/footstep type/effect/attach/detach (attaching weapons to a certain bone) should be played.
It's possible the footstep note tracks were set at strange intervals during the animations.
Quote:
Is this the 'jittery' movement the original poster was talking about? Or is it related somehow? The bobbing of Garrett's head as he walks/runs doesn't bother me, but the speed up/slow down is really annoying.
I've downloaded the demo and have just ordered the game. The movement and rubbery ragdoll effects in the demo are dodgy, but the lighting and dialogue are fantastic, enough to make me want to buy the game. Good luck with your modding ascottk! I look forward to any mods that will make Garrett's movement smoother.
When I was analyzing the original files, it looked like the looped animations would skip a few frames every time they restart (which really sucks in first person because the camera_attach bone would skip as well). I assume the original animator didn't use the curve editor in 3ds max. The position/rotation of bones in the first frame should match the last frame, this was not the case with the original looped animations.
I have an idea to fix the silly, contortionist ragdolls. If any t3edders are looking at this post: try attaching an invisible mesh (could be an arrow shaft) to the spines of the AI when they're knocked out or killed. I might look into it later.
New Horizon on 5/4/2006 at 13:13
Quote Posted by ascottk
I have an idea to fix the silly, contortionist ragdolls. If any t3edders are looking at this post: try attaching an invisible mesh (could be an arrow shaft) to the spines of the AI when they're knocked out or killed. I might look into it later.
Ha ha, good idea. I was thinking something similar a few months ago, but of course, I didn't think we could do anything about it back then. You could essentiall fuse their spine. ;)