View Issue Details
| ID | Project | Category | View Status | Date Submitted | Last Update |
|---|---|---|---|---|---|
| 0006703 | The Dark Mod | Coding | public | 20.04.2026 15:00 | 20.04.2026 15:02 |
| Reporter | stgatilov | Assigned To | stgatilov | ||
| Priority | normal | Severity | normal | Reproducibility | have not tried |
| Status | assigned | Resolution | open | ||
| Product Version | TDM 2.14 | ||||
| Target Version | TDM 2.15 | ||||
| Summary | 0006703: Sharp movements in AI animation transitions on high FPS | ||||
| Description | When guards go on patrol and turn on path_corner, they often do quick and weird movement on high FPS. It does not happen on FPS < 60 though. | ||||
| Steps To Reproduce | Execute "map turn" on SVN assets. | ||||
| Additional Information | Originally reported here: https://forums.thedarkmod.com/index.php?/topic/23142-npcs-swaying-from-side-to-side-while-turning-procedural-animation/#comment-507684 | ||||
| Tags | No tags attached. | ||||
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Most likely caused by waits of 16 ms instead of one frame in animation script code. During 0004772, nbohr1more replaced all waitFrame with wait(16 ms) in r15198, r15199 I guess now it's time to go through these waits one by one and replace most of them back to waitFrame. |
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Also note that in svn rev 11287 I changed behavior of waitFrame, so that it always waits for 1 frame. For some reason previously it waited 16 ms for normal threads, but "until next call" for the so-called "manual-control" frames, which include Actor/AI threads. |
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