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REQ: Keep interpolation climbing stairs with cl_nolerp 1 in 3.6 like in 3.2.3 #572
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PS: The link you posted is broken, as it's formatted like this:
Replace it with this:
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There is 'crouch' adjustment code for going up and down stairs, I have been asked to disable that in the past. I'm not sure what interpolated textures means? As far as I'm aware |
By interpolated textures I mean the map, how textures of walls, teleports, etc, look smooth while moving. Yes, it kicks in after a teleport or a map change. Just realised this also happens if I die. This should be probably it. |
I just did some testing in 3.6, a good way to demonstrate this is:
I don't personally have a view on whether this is good or bad, or what should be changed, just helping reproduce the issue. |
Thanks to both of you - it was the "die on a spawn point" fix that caused this, it didn't reset if cl_nolerp set. |
### Changes from alpha8=>alpha9 (July 13th => November 14th, 2021) - Fixed/worked around some classic renderer bugs on version x.y.13399 AMD drivers (QW-Group#416) - Fixed bug causing off-by-one error when drawing rectangle outlines (3.5 bug, reported by Matrix, QW-Group#536) - Fixed `/in_raw 0` behaviour on MacOS (QW-Group#489) - Fixed `/r_drawflat 1`, `/r_drawflat_mode 0` affecting ammo boxes etc in classic renderer - Fixed match logging not working when using competitive rulesets - Fixed incomplete rendering when gibbed or dead in shallow water (reported by Matrix, QW-Group#568) - Fixed tab key not switching tabs on serverinfo popup (reported by Hangtime, QW-Group#555) - Fixed `/demo_jump_mark` not working if `/demo_jump_rewind` not set - Fixed coping with 1x1 ibar.png (reported by Matrix, QW-Group#571) - Fixed powerupshells when using `/r_viewmodelsize` (reported by timbergeron, QW-Group#573) - Fixed crouch adjustment staying disabled after teleport/respawn when `/cl_nopred` enabled (reported by Matrix, QW-Group#572) - Added `/gl_smoothmodels` back in (modern renderer only), (requested by Repast via [quakeworld.nu](https://www.quakeworld.nu/forum/topic/7508/why-is-the-command-glsmoothmodels-r)) - Added `/demo_jump_skip_messages` to determine if messages should be printed to console during demo jump - Added `/demo_jump_end` to jump to next intermission point or end of demo (requested by Hangtime, QW-Group#564) - Added `/sb_info_filter` to allow filtering of servers in server-browser based on serverinfo (requested by Matrix, QW-Group#537) - On startup (after `autoexec.cfg` executed), a `vid_restart`/`s_restart` will be issued if any latched variables were changed (reported by Dusty, QW-Group#458) - Multiview will be disabled when watching a solo demo and no powerup cams are active (requested by mmavova, QW-Group#126) - MacOS: sets SDL flag to stop touch events being translated into mouse events (might help with QW-Group#354) - `/status` command will be ignored if an alias with the same name is found, use `/sv_status` instead (fixes QW-Group#532) - qw:// urls in command line will be opened even if not preceded by `+qwurl` (thanks to ciscon) - Linux: register_qwurl_protocol will register protocol with xdg (thanks to ciscon) - Added `/v_dlightcolor` to control if being inside flashblend light affects palette by color of light - Added `/v_dlightcshiftpercent` to control strength of palette shift effect when inside flashblend light - Changed `/v_dlightcshift` to be enum of when being inside flashblend light affects palette (requested by HangTime, QW-Group#542) - Added `/vid_framebuffer_multisample` to control multi-sampling level of the framebuffer (reported by Matrix, QW-Group#367) - Translucent models are first drawn with a z-pass, to stop overdraw affecting level of translucency - Fixed explosion effects on md3 viewmodels (additive blending was being lost) - Removed server-side weapon switching 'support' in client - Removed debugging messages when using `+fire_ar` - Commands that search by regular expression (`/cvarlist_re` etc) are now case-insensitive (reported by HangTime, QW-Group#599) - Added `/fs_savegame_home` to control if games are saved to home directory (default) or game directory (reported by githubtefo, QW-Group#586) - Fixed `/gl_no24bit` not taking effect after `/vid_restart` (reported by hemostx, QW-Group#601) - Fixed `/gl_no24bit` not disabling loading external textures (3.5 bug, kind of reported by hemostx, QW-Group#601) - Fixed bug causing `/gl_scaleskytextures` to not affect external textures (reported & fixed by hemostx, QW-Group#606)
Is your feature request related to a problem? Please describe.
With 3.2.3, cl_nolerp 1 keeps the screen smooth while climbing stairs. The rest of textures don't seem to get interpolated.
With 3.6 the screen gets jumpy, impossible to aim during that time. If the client loads with cl_nolerp 0 and inside a map I change to cl_nolerp 1 the stairs stay interpolated but the moment I enter a teleport it gets disabled.
Why would anyone would use cl_nolerp 1?
To reduce the input/screen delay.
I know people who use it with 3.2.3.
I opened this as a request from a player that refuses to use 3.6 due to this.
https://www.quakeworld.nu/forum/topic/4698/interpolation-buffering-clnolerp-0
According to Qqshka, "players are treated specially and not only interpolated but also extrapolated".
I assume cl_nolerp 0 also interpolates players, don't know what moving objects implies.
Describe the solution you'd like
Let players decide where they want interpolation.
But to keep it simple:
cl_nolerp 0 interpolate everything
cl_nolerp 1 interpolate like 3.2.3 (stairs, nothing else I suppose?)
Describe alternatives you've considered
cl_nolerp 0 interpolate everything
cl_nolerp 1 stairs
cl_nolerp 2 stairs + textures (map and items)
cl_nolerp 3 stairs + projectiles
cl_nolerp 4 stairs + players
cl_nolerp 5 stairs + textures + projectiles
cl_nolerp 6 stairs + players + projectiles
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