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PM_CheckFalling angle boundary doubt #995

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dystopm opened this issue Aug 13, 2024 · 3 comments · May be fixed by #996
Open

PM_CheckFalling angle boundary doubt #995

dystopm opened this issue Aug 13, 2024 · 3 comments · May be fixed by #996
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Status: 🛟 help wanted Help wanted. Type: 🧬 bug in original GameDLL An error that could not be fixed by GameDLL.

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@dystopm
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dystopm commented Aug 13, 2024

https://github.com/s1lentq/ReGameDLL_CS/blob/f9969aceab95783a537902282d127d4c88daf5ae/regamedll/pm_shared/pm_shared.cpp#L2729-L2735

Should the boundary check the Z axis instead of the X axis?

@dystopm
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dystopm commented Aug 13, 2024

@s1lentq @wopox1337

@SergeyShorokhov
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SergeyShorokhov commented Aug 14, 2024

https://github.com/s1lentq/ReGameDLL_CS/blob/c48be874743b2a440728889acb4797f4ec04137a/regamedll/pm_shared/pm_shared.cpp#L2730

  1. I have BIG doubts that the screen should rotate along the Z axis.

    In game engines BEFORE GoldSrc and AFTER, the screen has a logical "forward" tilt on the X axis when falling.

    Therefore, only the line that unreasonably rotates the Roll angle needs to be fixed.

  2. Also, investigating all possible source code of other similar engines it was found that the value here should be 0.01 (1% of the fall velocity to apply the angle).

Sources:

CS:GO:

https://github.com/perilouswithadollarsign/cstrike15_src/blob/f82112a2388b841d72cb62ca48ab1846dfcc11c8/game/shared/gamemovement.cpp#L4397-L4408

	float flFallVel = player->m_Local.m_flFallVelocity;
	if ( flFallVel > 16.0f && flFallVel <= PLAYER_FATAL_FALL_SPEED )
	{
		// punch view when we hit the ground
		QAngle punchAngle = player->GetViewPunchAngle();
		punchAngle.x = (flFallVel * 0.001);
	
		if ( punchAngle.x < 0.75 )
			punchAngle.x = 0.75;

		player->SetViewPunchAngle( punchAngle );
	}

Source-sdk-2013

https://github.com/ValveSoftware/source-sdk-2013/blob/0d8dceea4310fde5706b3ce1c70609d72a38efdf/mp/src/game/shared/gamemovement.cpp#L3978-L3986

	//
	// Knock the screen around a little bit, temporary effect.
	//
	player->m_Local.m_vecPunchAngle.Set( ROLL, player->m_Local.m_flFallVelocity * 0.013 );

	if ( player->m_Local.m_vecPunchAngle[PITCH] > 8 )
	{
		player->m_Local.m_vecPunchAngle.Set( PITCH, 8 );
	}

Player fall tilt in Quake 2 (video)

Quake 2 RTX | P_FallingDamage (screen shake angle)

Q2 source code: https://github.com/id-Software/Quake-2/blob/372afde46e7defc9dd2d719a1732b8ace1fa096e/game/p_view.c#L560

Quake family engine tree

https://upload.wikimedia.org/wikipedia/commons/8/85/Quake_-_family_tree_2.svg

some reflections https://hlfx.ru/forum/showthread.php?s=8f03de21bacaf9bf2192e8defd2b8d74&postid=123925

@SergeyShorokhov SergeyShorokhov added Status: 🛟 help wanted Help wanted. Type: 🧬 bug in original GameDLL An error that could not be fixed by GameDLL. labels Aug 14, 2024
@SergeyShorokhov SergeyShorokhov linked a pull request Aug 14, 2024 that will close this issue
@dystopm
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dystopm commented Aug 14, 2024

Actually it makes sense that roll changes, since it gives a feeling of imbalance. Changing pitch axis will provoke a little itch from client prediction, I suggest to only change the capping axis to Z instead of X and leave roll axis changing, what do you think?

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