#Glitch Walk Speed Animation

25 messages · Page 1 of 1 (latest)

humble orbit
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I have a problem with the Horse speed of animation on version 1.19.4. This problem exists on the 1st Beta and on the 2nd Beta.
I even noticed that this problem exists for Optifine. It's as if Mojang had something twisted or... I don't know.

ON 1.19.3 All works Great for 1st Beta and on the 2nd Beta.

1)While riding a horse. The horse animations look slow to me. To the player from the outside everything is ok.
2)Motion animations for the frog.

Can anyone confirm?

subtle elm
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hmm, I wonder if the client side animation is varied by horse stats?

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it appears to be a 1.19.4 issue though:/

humble orbit
subtle elm
humble orbit
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yes

subtle elm
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very weird

humble orbit
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Speed has no effect

subtle elm
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hmm well if it affect both optifine and emf there isn't much I'll change on that front but there is a possible solution

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make a variable that is true if the horse is being ridden and the entity_pos is close to the player_pos

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then increase limb speed if that variable is true

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I could possibly increase the limb speed of client ridden horses, but i'm hesitant to if optifine doesn't, and it can be fixed so easily with a few animation lines

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if that happens with the vanilla horse model that might even be a bug you should report to mojang

humble orbit
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Vanilla horse is healthy)

subtle elm
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very strange

inner shuttle
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Interesting. I just checked this myself and it seems the original bug in the game has been fixed in 1.19.4.
In vanilla, when ridden the horse animations played something like 2.5 times the speed form the rider's view (to other players it was normal).
I notices this when I added horses in FA, but I didn't find a proper solution until 1.8 I think, using the relative position of the rider as a condition for the animation to play slower to reverse the issue.

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so it's an FA issue basically

subtle elm
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Makes sense

humble orbit
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By unbelievable calculations 😄 it turned out that limb_swing slows down by about 2 in first-person view. So, using the FreshLX method, I fixed it.

"var.ls": " if(abs(player_pos_x-pos_x)<0.1&&abs(player_pos_z-pos_z)<0.1,2,1)*...

inner shuttle
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just checked the frogs as well. seems what mojang changed here with those isn't great for FA frogs :(

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now full speed is considered the normal walk speed, so if the frog moves any faster than that (after being hit or chasing a slime) the animation can't play any faster, so the feet slide on the ground

humble orbit
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Traben will have to modify the frog to save it)

subtle elm
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It's probably best I match optifine