Вопрос Fakelag delayed animations

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can someone give me some hints how can i make my fakelag animfix smoother and fix this delay between jump and land animation

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animation fix code attach maybe ??????
i'm using default supremacy animfix, and it's working i just need help with improving it

C++:
void Client::UpdateLocal()
{
#ifdef _DEBUG
    return;
#endif

    CCSGOPlayerAnimState* state = g_cl.m_local->m_PlayerAnimState();
    if (!state)
        return;

    float backup_frametime = g_csgo.m_globals->m_frametime;
    float backup_curtime = g_csgo.m_globals->m_curtime;

    const float v3 = game::TICKS_TO_TIME(g_cl.m_local->m_nTickBase());
    const float v4 = (v3 / g_csgo.m_globals->m_interval) + .5f;

    static float backup_poses[24];
    static C_AnimationLayer backup_animlayer[13];

    g_csgo.m_globals->m_curtime = g_cl.m_local->m_nTickBase() * g_csgo.m_globals->m_interval;
    g_csgo.m_globals->m_frametime = g_csgo.m_globals->m_interval;

    math::clamp(m_real_angle.x, -90.f, 90.f);
    m_real_angle.normalize();

    // CCSGOPlayerAnimState::Update, bypass already animated checks.
    if (state->m_frame >= v4)
        state->m_frame = v4 - 1;

    if (g_csgo.m_globals->m_curtime != state->m_time)
    {
        g_cl.m_update_anims = true;
        g_cl.m_local->UpdateAnimationState(state, vec3_t(m_real_angle.x, m_real_angle.y, m_real_angle.z));
        g_cl.m_local->UpdateClientSideAnimation();
        m_abs_yaw = state->m_goal_feet_yaw;

        g_cl.m_update_anims = false;

        g_cl.m_local->GetAnimLayers(backup_animlayer);
        g_cl.m_local->GetPoseParameters(backup_poses);

    }

    g_cl.m_local->SetAnimLayers(backup_animlayer);
    g_cl.m_local->SetPoseParameters(backup_poses);

    g_csgo.m_globals->m_curtime = backup_curtime;
    g_csgo.m_globals->m_frametime = backup_frametime;
}
 
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hints in making close to ideal localanimfix:
delayed anims happen cuz data from server is delayed so u can simulate it by ur self in createmove
1)use createmove(best way imo, cuz its impossible to fix via fsn(i think)), simplest example - https://yougame.biz/threads/286638/
2)simulate animstate via local cmds, not networked(but some data might be networked like land sequence etc, think urself what u need)
example:
if(cmd->m_buttons & IN_JUMP && g_ctx->local()->flags() & FL_ONGROUND)
g_ctx->local()->flags() &= ~FL_ONGROUND
note: its idea, not full fix, also u can simulate any part of animstate and ur localanimfix will be perfect and wont be delayed
 
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retard
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hints in making close to ideal localanimfix:
delayed anims happen cuz data from server is delayed so u can simulate it by ur self in createmove
1)use createmove(best way imo, cuz its impossible to fix via fsn(i think)), simplest example - https://yougame.biz/threads/286638/
2)simulate animstate via local cmds, not networked(but some data might be networked like land sequence etc, think urself what u need)
example:
if(cmd->m_buttons & IN_JUMP && g_ctx->local()->flags() & FL_ONGROUND)
g_ctx->local()->flags() &= ~FL_ONGROUND
note: its idea, not full fix, also u can simulate any part of animstate and ur localanimfix will be perfect and wont be delayed
why simulate by urself and not sync it??
 
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why simulate by urself and not sync it??
try to net_fakelag ( > 50) and ull see data is delayed af, i dont have any idea instead of this how i can do it another way
also why not if u can fully simulate it on client, for example u will have every type of data to simulate every animation, u will have local origin, u can check onground by : getgroundentity(), why not?
 
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try to net_fakelag ( > 50) and ull see data is delayed af, i dont have any idea instead of this how i can do it another way
yeah if u dont sync anims with sv lmao, try simtime > oldsimtime to sync if not then the ur anims or his are prolly wrong
i'm using default supremacy animfix, and it's working i just need help with improving it

C++:
void Client::UpdateLocal()
{
#ifdef _DEBUG
    return;
#endif

    CCSGOPlayerAnimState* state = g_cl.m_local->m_PlayerAnimState();
    if (!state)
        return;

    float backup_frametime = g_csgo.m_globals->m_frametime;
    float backup_curtime = g_csgo.m_globals->m_curtime;

    const float v3 = game::TICKS_TO_TIME(g_cl.m_local->m_nTickBase());
    const float v4 = (v3 / g_csgo.m_globals->m_interval) + .5f;

    static float backup_poses[24];
    static C_AnimationLayer backup_animlayer[13];

    g_csgo.m_globals->m_curtime = g_cl.m_local->m_nTickBase() * g_csgo.m_globals->m_interval;
    g_csgo.m_globals->m_frametime = g_csgo.m_globals->m_interval;

    math::clamp(m_real_angle.x, -90.f, 90.f);
    m_real_angle.normalize();

    // CCSGOPlayerAnimState::Update, bypass already animated checks.
    if (state->m_frame >= v4)
        state->m_frame = v4 - 1;

    if (g_csgo.m_globals->m_curtime != state->m_time)
    {
        g_cl.m_update_anims = true;
        g_cl.m_local->UpdateAnimationState(state, vec3_t(m_real_angle.x, m_real_angle.y, m_real_angle.z));
        g_cl.m_local->UpdateClientSideAnimation();
        m_abs_yaw = state->m_goal_feet_yaw;

        g_cl.m_update_anims = false;

        g_cl.m_local->GetAnimLayers(backup_animlayer);
        g_cl.m_local->GetPoseParameters(backup_poses);

    }

    g_cl.m_local->SetAnimLayers(backup_animlayer);
    g_cl.m_local->SetPoseParameters(backup_poses);

    g_csgo.m_globals->m_curtime = backup_curtime;
    g_csgo.m_globals->m_frametime = backup_frametime;
}
also this isn't def sup 😭😭
 
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yeah if u dont sync anims with sv lmao, try simtime > oldsimtime to sync if not then the ur anims or his are prolly wrong
i tested shit on days, i didnt end this but iam sure it might fix the issue. do u have any other ideas how to prevent delays? its like if ure ping is lower 40 u can fix nothing, but when its over 100 ur anim sequences will be desyncronized
 
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hints in making close to ideal localanimfix:
delayed anims happen cuz data from server is delayed so u can simulate it by ur self in createmove
1)use createmove(best way imo, cuz its impossible to fix via fsn(i think)), simplest example - https://yougame.biz/threads/286638/
2)simulate animstate via local cmds, not networked(but some data might be networked like land sequence etc, think urself what u need)
example:
if(cmd->m_buttons & IN_JUMP && g_ctx->local()->flags() & FL_ONGROUND)
g_ctx->local()->flags() &= ~FL_ONGROUND
note: its idea, not full fix, also u can simulate any part of animstate and ur localanimfix will be perfect and wont be delayed
thanks for some help, i already tried to do that in fsn earlier and it didnt work, now i tried it in createmove and it still doesnt work.
i dont really know how setupbones works and why people do it in first place, ill try to do my research

yeah maybe, my base is farmhack i thought it's default sup animfix
 
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