OK, I didn't know about white color scheme laugh So, to summarize all problems which I've found out:

* gravity problem, I've found out the way to fix that jumping behaviour (when FPS isn't fixed and more than 60).
I've fixed it in this line, by changing negative "-10" into positive value "100":
Code:
absdist.z = -maxv(my_height, -10 * time_step); // caused problem
absdist.z = -maxv(my_height, 100 * time_step); // works smooth

After that gravitation worked smooth enough (no jumping) and movement on slopes was smooth too.
But after some little tests, I've found out that this fix affected on stairs movement, so now I can't walk up on them.
I can't walk up on any small stair or even a small object, which is even one quant higher than ground floor.
So, when I returned negative value in that line above ("-10"), and limited FPS at 60, everything worked smooth (slopes, stairs).
But everything works perfect, only if FPS is limited to 60, if it's higher player stars jumping (even if he doesn't move at all).


* camera problem. I don't change player's TILT and ROLL, only camera's TILT and ROLL changed for effects (blobbing, explosions, recoil).
I need to rotate "cam_pos" vector with player's PAN cause I use blobbing offset for camera's positions (Y and Z). See this line:
Code:
vec_set(cam_pos.x, vector(0, 0, cam_height));

I tried to lerp camera's Z, but as I see it wasn't a good idea. BTW smoothing Z position works perfect when FPS is limited to 60.

SUMMARIZE:
- by fixing jumping behavior on hight FPS I've faced another problem (can't walk up on stairs), by fixing which I face first problem again (jumping behavior).
- I'm a little bit confused that it works on small FPS (60) and jerks off on high one (512).

BTW. I use physX (PH_CHAR) for movement, not "c_move" (I don't really like how it works for FPS).

Edit: Hm... With previous version of GS (8.30.5) after changing "-10" into "100" my character still can climb up the stairs and movement is really smooth.
But if I test the same script with the latest beta (8.40.1), player stucks (lowered "min_z", no results). And I've found really interesting thing:
Originally Posted By: Version 8.30 compatibility notes
The height of a PH_CAPSULE shape was now adapted to the model height. It was smaller in prior versions. This can lead to a slightly different collision behavior.
Could this be somekind of bug (fast implementation or fix)? Or does my script really work wrong...

Last edited by 3run; 08/24/12 07:08.

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