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Hexen 2 Mission Pack Intro
Does anyone know why the Praevus Intro demo is so jerky ? Is it just the absence of model interpolation, or something else.
 
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RE: Hexen 2 Mission Pack Intro 
Its need model and demo itself interpolation.
When you move a mouse record it to demo, after look at this demo you get mouse movements not smoothed. 
 
Hmmm... so is "demo interpolation" possible/do-able/done for any Q1 engine ?

Q1 cut-scenes in general are very jumpy.. It'd be nice to improve them if possible. 
 
a lot of the jumpiness in cutscenes, at least the ones i've seen, arises from the low resolution angles in the quake protocol. the camera has to snap to these low res angles which results in a jumpy looking camera. unless you are talking about something else? 
Spirit Come On ... 
That isn't even cool to say to someone who has invested a lot of time and effort in multiple efforts as far as I know (the Linux Quake compile home page and Quakespasm).

I think people who have contributed back should be treated with respect ya know!

Save your cannon fodder for those that actually deserve it. I'm just saying ... but you know in your heart that I am right. 
 
No, I do not care who did what. It was ignorance and I tried to educate. A user is a user. I would tell that to John Carmero if he posted here. I even used the sad pink smilie to lighten the mood, not an angry or sarcastic one. 
 
Less backseat moderating, more quaddicting! 
Lol 
that said, i do agree with spirit. i don't like that kind of attitude where if someone does something awesome they can get away with murder (which is a great song, btw). 
Oh 
btw, baker, i wanted to ask, i tried your enginex 462, but there seems to be a graphical bug w/regards to the interaction between lightning and fog? specifically, you can see an sort of highlighted area where (i'm assuming?) the billboard's invisible edges are for the lightning effect.
also, the fog cvar only accepts 3 numbers, not 4? seems to be only rgb, and no density setting. 
 
Armchair.

Armchair moderating. 
 
a lot of the jumpiness in cutscenes, at least the ones i've seen, arises from the low resolution angles in the quake protocol. the camera has to snap to these low res angles which results in a jumpy looking camera
That sounds right too.
So unless the protocol is changed - which is not practical really - there's no fixing it. 
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