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