Just a quick update. Found the appropriate value to use. Change gpGlobals->frametime in this line: speed = (float)yawSpeed * gpGlobals->frametime * 10; to 0.035.
It produces the correct [30fps mark] for when half-life was first launched. Or simply: speed = (float)yawSpeed * 0.35; Now monsters turn at the correct speed, regardless of the server's framerate! Wonderful! -Sniper ----- Original Message ----- From: "Sniper" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, November 09, 2002 8:10 PM Subject: Re: [hlcoders] Monster YAW Speeds/Turn Rate > I found out the problem. Their turn rate is based on the server's framerate, > yet it doesn't seem to be correct for higher end machines. Since Half-Life > was launched when today's low-end machines were high-end, it makes sense > that the math for a monster's yaw speed wouldn't be correct. > > This line right here is the problem (in CBaseMonster::ChangeYaw ): > speed = (float)yawSpeed * gpGlobals->frametime * 10; > > The turn rate for monsters shouldn't adjust to the server's framerate > ever... off the top of my head. It wouldn't make sense. I'm not sure if this > was updated in newer SDKs, but I'm going to replace frametime with the > frametime of a game running at 30fps. I'll see how it works out. > > -Sniper > ----- Original Message ----- > From: "Caleb 'Ghoul' Delnay" <[EMAIL PROTECTED]> > To: <[EMAIL PROTECTED]> > Sent: Saturday, November 09, 2002 5:56 PM > Subject: Re: [hlcoders] Monster YAW Speeds/Turn Rate > > > > No idea what your talking about. It all looks fine to me. > > > > > > Caleb 'Ghoul' Delnay > > Project Leader: Kill Or Be Killed > > http://www.llamanade.net/kobk/ > > > > ----- Original Message ----- > > From: "Sniper" <[EMAIL PROTECTED]> > > To: <[EMAIL PROTECTED]> > > Sent: Saturday, November 09, 2002 11:24 AM > > Subject: [hlcoders] Monster YAW Speeds/Turn Rate > > > > > > > There seems to be some sort of problem with a monster's turn rate (yaw > > > speed)... On higher end machines/servers, I noticed monsters can react > > very > > > quickly, yet turning to face their enemy results in an extremely slow > turn > > > rate. > > > > > > I'm wondering if a monster's yaw speed is somehow related to the > server's > > > framerate... similar to Bots and their running speed (earlier version > > bots). > > > > > > On my low end machine, a pentium 2 233mhz with 160mb of ram (yes, > > half-life > > > runs perfectly fine), monsters would have much more realistic looking > turn > > > rates. On my high end machine, an AMD AthlonXP 2400+ GeForce4 ti4600 and > > > 512mb ram, monsters turn slow. > > > > > > Any help would be appreciated... Rather confusing. Faster Sven Co-op > > servers > > > let players strafe around monsters with ease. > > > > > > -Sniper > > > > > > _______________________________________________ > > > To unsubscribe, edit your list preferences, or view the list archives, > > please visit: > > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > > > > > > > _______________________________________________ > > To unsubscribe, edit your list preferences, or view the list archives, > please visit: > > http://list.valvesoftware.com/mailman/listinfo/hlcoders > > > > _______________________________________________ > To unsubscribe, edit your list preferences, or view the list archives, please visit: > http://list.valvesoftware.com/mailman/listinfo/hlcoders > _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

