Linken Posted January 15 Posted January 15 I think a lot of us have noticed with higher FPS going on with our respective games that when a character is called to turn their head (mainly in cutscenes), they're turning it at such a speed that, in my opinion, would cause severe neck pain or possibly even their neck snapping.. My question is, does anyone have an idea on how to slow it down?
mrwonko Posted January 15 Posted January 15 Sounds like something that needs to be fixed in the game's source code. Or you can limit your FPS.
Linken Posted January 15 Author Posted January 15 31 minutes ago, mrwonko said: Sounds like something that needs to be fixed in the game's source code. Or you can limit your FPS. Yeah I'm looking for possible solutions in the code as I'm typing this.
Solution Linken Posted January 15 Author Solution Posted January 15 I was able to find a solution. In cg_players.cpp, there are 2 macros declared: LOOK_DEFAULT_SPEED and LOOK_TALKING_SPEED. LOOK_DEFAULT_SPEED is called twice in the same function, CG_CheckLookTarget. LOOK_TALKING_SPEED is called 6 times, 3 times a piece in CG_G2PlayerAngles and CG_PlayerAngles. In each instance of the variables being referenced, add on the calculation: " * (cg.frametime / (1000.0 / TARGET_FPS))" TARGET_FPS is another macro which I declared in cg_media.h with a value of 60 (in case I need to call it for some other reason that I currently can't think of), but declaring it in cg_players.cpp works as well. Circa likes this
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