• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

TFS 1.2 - Movement problem (OTClient)

Gofrion

Rookgaard RPG
Premium User
Joined
May 1, 2017
Messages
224
Solutions
1
Reaction score
99
Location
/home/tfs/
Environment
  • TFS 1.2 (8.0 downgrade)
  • OTClient Academy
I'm experiencing a movement synchronization issue.

As shown in the attached videos, both the player and monsters occasionally stutter/rubberband while walking. Their movement is not perfectly smooth even though FPS is stable.

This doesn't look like a rendering issue. It seems the client periodically corrects creature positions while predicting movement.

I found the old thread about Creature::getStepDuration() and movement speed calibration:
C++ - TFS 1.2 player/monster movement animation (https://otland.net/threads/tfs-1-2-player-monster-movement-animation.256343/)

Could this be the same issue, or is there something specific that needs to be adjusted for OTClient Academy + TFS 1.2 (8.0)?

Has anyone managed to achieve perfectly smooth movement for both players and monsters?
 

Attachments

Last edited:
Yes you should check over Creature::getStepDuration, i think something is missmatched somewhere, (likely in creature.cpp or game.cpp).
its also very important that client and server side is matching in values
 
Try this.

 
Environment
  • TFS 1.2 (8.0 downgrade)
  • OTClient Academy
I'm experiencing a movement synchronization issue.

As shown in the attached videos, both the player and monsters occasionally stutter/rubberband while walking. Their movement is not perfectly smooth even though FPS is stable.

This doesn't look like a rendering issue. It seems the client periodically corrects creature positions while predicting movement.

I found the old thread about Creature::getStepDuration() and movement speed calibration:
C++ - TFS 1.2 player/monster movement animation (https://otland.net/threads/tfs-1-2-player-monster-movement-animation.256343/)

Could this be the same issue, or is there something specific that needs to be adjusted for OTClient Academy + TFS 1.2 (8.0)?

Has anyone managed to achieve perfectly smooth movement for both players and monsters?
Not sure,

But i experienced similar issue, with only " High values " of speed.
And the problem was a stupid option added on Otc called "Dash" , Enable Fast Walking (Dash) , it doesnt wait the server answer if next tile is walkable or not, it walks faster than server, GOD will stutter a lot, normal player, nothing if not capped on the maximum speed.
 
Back
Top