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Adjust default `cg_swingspeed` to better reflect actual player direction

Open Calinou opened this issue 2 years ago • 2 comments

ET (like RTCW) defaults to cg_swingSpeed 0.1. Quake 3 (and most other derivative games) used cg_swingSpeed 0.3. This cvar is used to smooth out third-person direction changes. Higher values result in more instant visual feedback, but (logically) look less smooth.

I've always found player animations to look a bit strange in ET when quickly changing directions (either when strafing during fights, or when players are sprinting to exit their spawn). I don't get the same impression in other Quake 3-based titles, which makes me think the swing speed value is too low.

Maybe we could consider using an intermediate value like 0.15 or 0.2?

Note: cg_swingSpeed is cheat-protected, so you need to start a local server with /devmap or /sv_cheats 1 to adjust it. Use /cg_thirdPerson 1 then move around to see the effect of adjusting this cvar.

Calinou avatar May 11 '22 16:05 Calinou

So instead of changing what's been the default in the game for almost two decades, I'd be more in favor of unlocking the cvar, and limiting the range to 0.1-0.3 for example. Since it's purely client sided visual difference and doesn't affect hitboxes or anything, I see no real harm in allowing players to adjust the animation transition speed.

Aciz avatar May 11 '22 16:05 Aciz

agree on unlocking the cvar

mittermichal avatar May 11 '22 17:05 mittermichal