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TNT1 A 0 A_Jump(255, 4, 6, 8, 12, 16)
Always jumps, and has an equal chance of jumping ahead 4, 6, 8, 12, or 16 frames.
TNT1 A 0 A_Jump(255, 4, 6, 8, 12, 16)HotWax wrote:I'm guessing this is how it works:
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TNT1 A 0 A_Jump(255, 4, 6, 8, 12, 16)
Always jumps, and has an equal chance of jumping ahead 4, 6, 8, 12, or 16 frames.
Anakin S. wrote:So does A_Jump(64, 4, 6, 8, 12, 16) mean that it has 1/4 chance of jumping 4, 6, 8, 12, 16 frames?
HotWax wrote:Anakin S. wrote:So does A_Jump(64, 4, 6, 8, 12, 16) mean that it has 1/4 chance of jumping 4, 6, 8, 12, 16 frames?
It means it has roughly a 1 in 4 (25%) chance to jump, and if it does decide to jump, it has an even chance of jumping to 4, 6, 8, 12, or 16 frames. (In this case, 20% chance each) If it doesn't jump (the other 75% of the time), it proceeds to the next frame in sequence as normal.
Kaiser wrote:Command line: E:\DOOM2\ZDOOM.EXE -warp 6 -file E:\Doom2\deepsea\Work\KA2379~1.WAD E:\Doom2\deepsea\Work\K21_RE~1.WAD -skill 4 -nomonsters -iwad E:\Doom2\zdoom2.wad
Graf Zahl wrote:TheDarkArchon wrote:It's mostly developer side that it would benefit. Also, if I'm not mistaken, it would help prevent some of the errors caused by fixed point math such as rendering artifacts.
Not to mention that it introduces other inaccuracies. I wonder whether it is worth the danger of network desyncs. Remember, Randy fixed such an error for 2.1.7.
Hirogen2 wrote:Try and see. To note: I have an accuracy problem in GL mode (so I doubt it has to do with the fixed math). In dark rooms, one can see a white pixel where [GL] vertexes are, you can especially notice it in P:AR, which has a lot of vertices. Or maybe it is just that my card is a little dated (NV11).
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