grinningman on 6/4/2006 at 04:08
Quote Posted by ascottk
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.
Actually it looks like the problem is with my computer. If I put the resolution down to 640x480, Garrett's movement is much smoother. He pretty much always runs/walks at a constant speed. Of course, this means I'll have to play in 640x480. Sigh. My computer is at or above the recommended specs, too.
Quote Posted by ascottk
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.
That would be awesome. The ragdoll effect looks very unnatural at the moment.
The physics/gravity effect is interesting - this is the first game where I've seen it used. I managed to make a barrel go into perpetual motion :D
242 on 6/4/2006 at 09:08
Quote Posted by grinningman
Actually it looks like the problem is with my computer. If I put the resolution down to 640x480, Garrett's movement is much smoother. He pretty much always runs/walks at a constant speed. Of course, this means I'll have to play in 640x480. Sigh. My computer is at or above the recommended specs, too.
I know what you are talking about. I encountered the same problem when I turned on antialiasing - speed of garrett (and the game in general) became very inconstant. It has nothing to do with animation, it's just computer that slows it all down when there are many objects on the screen.
Just turn off antialiasing in the game AND in Windows display properties.
grinningman on 6/4/2006 at 23:23
Quote Posted by 242
I know what you are talking about. I encountered the same problem when I turned on antialiasing - speed of garrett (and the game in general) became very inconstant. It has nothing to do with animation, it's just computer that slows it all down when there are many objects on the screen.
Just turn off antialiasing in the game AND in Windows display properties.
Thanks, but I found the problem also goes away if I turn vsync off. So I can run 1024x768 after all :) I couldn't find an option to turn off antialiasing.
edit: Just realised the Multi option refers to antialiasing.
New Horizon on 6/4/2006 at 23:42
Quote Posted by 242
It has nothing to do with animation, it's just computer that slows it all down when there are many objects on the screen.
Well, it definately has 'something' to do with the animation. Ascottk has inspected the animation files and the frames don't meet up. It's just further compounded by a slow computer, but the problem is definately there. I always noticed it because the footsteps were always falling out of sync.
242 on 7/4/2006 at 08:34
Quote Posted by grinningman
Thanks, but I found the problem also goes away if I turn vsync off. So I can run 1024x768 after all :) I couldn't find an option to turn off antialiasing.
Yes, I forgot about vsync at all. Those two things can *considerably* slow down TDS + make its speed very unconstant.
Quote:
Well, it definately has 'something' to do with the animation. Ascottk has inspected the animation files and the frames don't meet up. It's just further compounded by a slow computer, but the problem is definately there. I always noticed it because the footsteps were always falling out of sync.
But problem of grinningman was caused by inconsistent speed of the game. It's not what you are talking about, I know because I experienced it myself until I turned off vsync and antialiasing. About frames that don't meet up - perhaps, but it must be not not too noticeable or aggravating if I didn't notice it during my several replays of TDS.
Skynet on 7/4/2006 at 10:04
Burning things are the major cause of the slow fps. Example, if I douse all the candles + fireplace in Garrett's house, the fps goes up about +25.
OrbWeaver on 7/4/2006 at 10:51
Quote Posted by Skynet
Burning things are the major cause of the slow fps. Example, if I douse all the candles + fireplace in Garrett's house, the fps goes up about +25.
It's not the burning per se, it's the light count. By dousing candles you remove lights from the scene which results in an increase in FPS.