He doesn't mean consistant as in it will always be the same value, but rather using the varying value, you can make things consistant.
Take a particle. If you want it to go from orange to red over 10 seconds you would take the last colour, minus the first colour divided by the frame time. That way on everymachine it always gets there at the same time, sure on the higher end machines it may get there more smoothly, but they end up at the same time none the less. Michael Shimmins Sesechial Software _______________________________________________________ Important - This email and any attachments may be confidential. If received in error, please contact us and delete all copies. Before opening or using attachments, check them for viruses and defects. Regardless of any loss, damage or consequence, whether caused by the negligence of the sender or not, resulting directly or indirectly from the use of any attached files our liability is limited to resupplying any affected attachments. Any representations or opinions expressed are those of the individual sender, and not necessarily those of Sesechial Software. Oh yeah, just noticed this: "Frametime is just the amount of time between the last frame, so its always consistent." It's not. The greater the fps, the smaller the value! If you have very low fps, the time between each frame obviously increases. I made a command "frametime" to print out gpGlobals->frametime in console. 0.035 is for 30fps, 0.01 is for about 120fps (default limit), 0.05 is for 10fps I believe. -Sniper ----- Original Message ----- From: "omega" <[EMAIL PROTECTED]> To: <[EMAIL PROTECTED]> Sent: Saturday, November 09, 2002 10:43 PM Subject: RE: [hlcoders] Monster YAW Speeds/Turn Rate > Actually, you SHOULD want to go by the frametime. I've never seen this > thing you report either, on a low end machine, or my current. It's > the same as when doing visual effects, ie: with opengl, you want to > calculate with the frametime, or else for one person who may get > 20fps, things would move slower than a person with 60fps. Frametime is > just the amount of time between the last frame, so its always > consistent. Ie: if time for one person is 1.0000 in one frame, and > 1.1000 in the next, and another person is 1.0000 in one, and 1.0100 in > the next, you'd subtract the two and multiply the speed you want to > move it so it moves the same distance in the same amount of time. > > > Anyway, as for your turning slower on faster machines, well like caleb > said, I've never seen that either. Heh. > > > -omega > Blackened Interactive - http://blackened-interactive.com Front Line > Force - http://www.flfmod.com > > > -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:hlcoders-admin@;list.valvesoftware.com] On Behalf Of Sniper > Sent: November 9, 2002 8:10 PM > To: [EMAIL PROTECTED] > 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 > _______________________________________________ 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

