Thanks for the feedback, I've implemented some lift between steps, though unfortunately there's only so much that can be done with the granularity of the globalstep (and the performance of the code).
As for laggy servers, all of the animation is driven by the server, so it will not work well with higher pings. There's a bit of desync already between the body and the legs due to the body being the only entity with "real" movement, which I suspect gets worse with ping and globalstep latency.
FYI, in singleplayer server-step (aka globalstep) runs at 60Hz, so it's quite fine.
You can also decrease the dedicated_server_step setting, in singleplayer it affects the packet send interval.
Great idea!
And well enough executed (but sadly won't work well on laggy servers I guess).
Mod could use some polishment though.
I'd like to see smoother leg movement animations, i.e. don't jump to the next position, but move them along a curve.
Thanks for the feedback, I've implemented some lift between steps, though unfortunately there's only so much that can be done with the granularity of the globalstep (and the performance of the code).
As for laggy servers, all of the animation is driven by the server, so it will not work well with higher pings. There's a bit of desync already between the body and the legs due to the body being the only entity with "real" movement, which I suspect gets worse with ping and globalstep latency.
Looks good!
FYI, in singleplayer server-step (aka globalstep) runs at 60Hz, so it's quite fine. You can also decrease the
dedicated_server_step
setting, in singleplayer it affects the packet send interval.