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Re: WILL SOLVE ENT_VERTEX!!!!! #1263
03/24/01 08:49
03/24/01 08:49
Joined: Mar 2001
Posts: 1,825
London, England
Keith B [Ambit] Offline
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Keith B [Ambit]  Offline
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Joined: Mar 2001
Posts: 1,825
London, England
Thanks a lot for your replies. Unfortunately, it hasn't solved the problem (thanks jcl for cleaning my code, though - I've amended it to how you suggested). The 'traps' section in the manual just says to create the new object *after* the object to which it's connected is moved, but I've done that. Also, there is no lag when I just join the origins, it's only when the origin of the new object is connected to the vertex of the other. In fact, the lag is only really noticable when jumping, but it is especially bad then... Thanks again, any more suggestions?

Re: WILL SOLVE ENT_VERTEX!!!!! #1264
03/27/01 08:15
03/27/01 08:15
Joined: Mar 2001
Posts: 1,825
London, England
Keith B [Ambit] Offline
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London, England
-

[This message has been edited by Ambit (edited 27 March 2001).]


Re: WILL SOLVE ENT_VERTEX!!!!! #1265
03/28/01 06:27
03/28/01 06:27
Joined: Mar 2001
Posts: 1,825
London, England
Keith B [Ambit] Offline
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Keith B [Ambit]  Offline
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Posts: 1,825
London, England
Anyone? Any ideas would be really appreciated, I still haven't got rid of the lag... If anyone has linked a model using ent_vertex without any lag, you would be a veritable god if you could share the knowledge...

Thanks!!


Re: WILL SOLVE ENT_VERTEX!!!!! #1266
03/28/01 07:17
03/28/01 07:17

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You say that it shows when you jump? Could it be gravity related?

Have you disected your Jump script?


Re: WILL SOLVE ENT_VERTEX!!!!! #1267
03/28/01 07:22
03/28/01 07:22

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quote:
Originally posted by jcl:
Only beginners must use wait() inside while(). According to your forum status you are an expert. So you have now my permission to use while() without wait().

Hey jcl... Can I have permission too??

------------------
Thou shall not be afraid, for he who lies, fries. Most of the time.
--Logan Smith--


Re: WILL SOLVE ENT_VERTEX!!!!! #1268
03/28/01 09:48
03/28/01 09:48
Joined: Mar 2001
Posts: 1,825
London, England
Keith B [Ambit] Offline
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ASallade - thanks, that's a good idea, I'll examine that - maybe the movement.wdl is affecting it somehow.

Re: WILL SOLVE ENT_VERTEX!!!!! #1269
03/28/01 16:55
03/28/01 16:55

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Let me know if it works, I'll need your help next time

Re: WILL SOLVE ENT_VERTEX!!!!! #1270
03/30/01 06:52
03/30/01 06:52
Joined: Mar 2001
Posts: 1,825
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Keith B [Ambit] Offline
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I've now messed around with the player movement script quite a lot, and can't see anything in the jump script that should be causing the lag... Any more ideas much appreciated...

Re: WILL SOLVE ENT_VERTEX!!!!! #1271
03/30/01 09:17
03/30/01 09:17

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Hallo Ambit,

I don't have any solutions, but I have an example that professionals have also similar problems. I just played the demo of GOTHIC: when my player runs around and jumps with a torch, the torch lags behind his hand!

I think, that it can't work with ent_vertex, because the cpu or whatever has to compute the relationships between the positions of the origin and the vertex everytime. It costs time over time to compute it. But it costs no time to hold the two origins of two entities in the same position, because the only has to be moved in an absolutly identical way. Maybe, this is stupied from an experts sight, I think it is the reason and one looses his time trying it again and again.

Achim



Re: WILL SOLVE ENT_VERTEX!!!!! #1272
03/30/01 10:26
03/30/01 10:26
Joined: Mar 2001
Posts: 1,825
London, England
Keith B [Ambit] Offline
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Hi Al,

Thanks for your input - sounds feasible (though I haven't played Gothic). I really hope that's not the case, though... Actually, the only reason I really need to get this working is because I wanted to use a hitbox system for a fighting game, so that each character would have an invisible box at his fists and feet that could be used to compute collisions. Even with the lag this might work, but it just wouldn't be so accurate. Maybe I should just rethink my strategy for controlling the collisions and reactions, though...
Cheers,
Ambit


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