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IDProjectCategoryView StatusLast Update
0006703The Dark ModCodingpublic20.04.2026 15:02
Reporterstgatilov Assigned Tostgatilov  
PrioritynormalSeveritynormalReproducibilityhave not tried
Status assignedResolutionopen 
Product VersionTDM 2.14 
Target VersionTDM 2.15 
Summary0006703: Sharp movements in AI animation transitions on high FPS
DescriptionWhen 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 ReproduceExecute "map turn" on SVN assets.
Additional InformationOriginally reported here:
  https://forums.thedarkmod.com/index.php?/topic/23142-npcs-swaying-from-side-to-side-while-turning-procedural-animation/#comment-507684
TagsNo tags attached.

Activities

stgatilov

stgatilov

20.04.2026 15:01

administrator   ~0017266

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.
stgatilov

stgatilov

20.04.2026 15:02

administrator   ~0017267

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.

Issue History

Date Modified Username Field Change
20.04.2026 15:00 stgatilov New Issue
20.04.2026 15:00 stgatilov Status new => assigned
20.04.2026 15:00 stgatilov Assigned To => stgatilov
20.04.2026 15:01 stgatilov Note Added: 0017266
20.04.2026 15:02 stgatilov Note Added: 0017267