Broken weapon swaying animation

Issue #17 wontfix
Американский Шпион created an issue

weapons have two types of animations: frame based and movement based. the first is everything from firing to idle made in models itself. the last is weapon movement based on what player is doing e.g. looking around will result in a slight delay betwen camera movement and actual gun movement, running or walking result in weapon swaying from left to right. what actually happens is that movement based animations work jerky, abruptly or does not work at all. it only works right in q2test software mode and q2pro port. the later, I think has it fixed acciedently. in q2pro it's also looks somewhat different

not only that, but it seems that the bug behaves differently in software and gl modes: in software the bug happens when the gun is in a "still frames" animation, so with all others it looks correct.

in opengl the gun swaying additionally has incorrect vector or angle, so it looks wrong

a good example of a freezed animations is a blaster or any other weapon with long still frames.

a good example for comparison software and gl differences is a hyperblaster, since it has no still frames

Comments (4)

  1. Frank Sapone

    Daikatana had a similar issue with the discus animation becoming stuck after a map transition (and probably other times). It was related to the cacheing trying to be clever. But I dont know if the codebases are similar with the modelindex stuff.

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