Yes that is another way. But not the only... The cfg is only a bunch of "instructions" sent to the client and the client code "translate" these info.Boothand wrote:OK!!!!!! I think I've got it. The only way (or the way), seems to be to change animation.cfg in models/players/_humanoid :mrgreen:
Still untested on connecting players.
Blue stance spinning attack (left or right) is slower on 1.02 instead 1.03 & 1.04, i know is not the proper way to do, but i did the change of the animation speed before ravensoft release... So it works fineDaggolin wrote:Why does your gameplay changer even change animation speed? o.O
Im returning to my home right now i was on the beach, is summer here :lol:Boothand wrote:Still interested to know where you do it in the code
I don't remember any changes regarding animation-speed in the jk2 code. :/Tr!Force wrote:Blue stance spinning attack (left or right) is slower on 1.02 instead 1.03 & 1.04, i know is not the proper way to do, but i did the change of the animation speed before ravensoft release... So it works fineDaggolin wrote:Why does your gameplay changer even change animation speed? o.O
i did via code because in those days i did not have the code, u just found a way to do that. i dont know how works now (in the real source code), but that animation is slower on 1.02, just tryDaggolin wrote:I don't remember any changes regarding animation-speed in the jk2 code. :/Tr!Force wrote:Blue stance spinning attack (left or right) is slower on 1.02 instead 1.03 & 1.04, i know is not the proper way to do, but i did the change of the animation speed before ravensoft release... So it works fineDaggolin wrote:Why does your gameplay changer even change animation speed? o.O
Ya i know, is just a way to do, i have my own animation.cfg too :p but in my case i was used with a cvar to change the speed everytime i want, the code one works over the current speed, so u cam increase or decreaseBoothand wrote:Isn't that only the speed between chain animations? I was able to change that, but not the fps of each individual animation. Doing it via animation.cfg is great though. No recompile needed etc.
is not fps management, with that function the animation goes slower. for example i did this:Boothand wrote:But not the fps of an animation, right? I don't think there's anything in the code that lets an actual animation go slower, let alone a specific one?
Code: Select all
#ifdef CLIENTCOMPILE
g_gameplay.integer=cgs.g_gameplay;
#endif
if ( ( (anim&~ANIM_TOGGLEBIT) >= BOTH_T1_BR__R &&
(anim&~ANIM_TOGGLEBIT) <= BOTH_T1_BL_TL ) ||
( (anim&~ANIM_TOGGLEBIT) >= BOTH_T2_BR__R &&
(anim&~ANIM_TOGGLEBIT) <= BOTH_T2_BL_TL ) ||
( (anim&~ANIM_TOGGLEBIT) >= BOTH_T3_BR__R &&
(anim&~ANIM_TOGGLEBIT) <= BOTH_T3_BL_TL ) )
{
if ( saberAnimLevel == FORCE_LEVEL_1 )
{
if (g_gameplay.integer == 0)
{
*animSpeed *= 1.0; //1.0 = v1.02
}
else
{
*animSpeed *= 1.5; //1.5 = v1.03 and v1.04
}
}
[...]
Yes, is 1.5 in every version, but that 1.5 is applied to the base speed in animation.cfg, so, 1.5 applied into 1.02 is ok, 1.5 applied into 1.03 or 1.04 is different, is why i reduced only to 1.0, because i used the 1.04 source code in these days... animSpeed value is not a definition of the speed, is just how much i want increase or decrease the actual speed of an animation.Boothand wrote:Making those numbers low only makes the animations stop and wait before going on. In any case, I use animation.cfg for the actual speeds, so won't be an issue.
Also, I just noticed by the way in my jk2mp sourcecode, that 1.5 is 1.02's default, regarding the above example.
Code: Select all
#ifdef CLIENTCOMPILE
g_gameplay.integer=cgs.g_gameplay;
#endif
Code: Select all
BG_SaberStartTransAnim(self->client->ps.fd.saberAnimLevel, f, &animSpeedScale);
animSpeed = 50.0f / bgGlobalAnimations[f].frameLerp;
animSpeedScale = (animSpeed *= animSpeedScale);
i have the same question, ive played a little with ModView to look for a clue to search it in somewhere in the code but i didnt find anything...Boothand wrote:I have buttons for triggering block animations, but they are only a keyframe that it blends to over time - but what time is that? If anyone has a clue, do tell. The animation tables have a blendTime associated but changing them don't have an effect there, so I assume it gets overridden somehow. Somewhere. Somewhere obscure.