by Enjay » Thu Jul 22, 2021 6:18 am
Would it be something worthwhile to code "if player is crossing a portal line/horizon, GZDoom will hide the sprite for [x]-tics"? Or is that something not worthwhile/not possible (like, perhaps, by the time GZDoom knows the player is crossing the portal, it's too late to make them invisible)?
I'm merely envisaging it as a performance option that people affected by the issue could enable. It would mean third party observers (multiplayer) seeing the player blink out of existence briefly, but that might be preferable to a player always seeing their own sprite as they cross a portal.
Or maybe that's not a valuable effort versus return coding effort?
I have seen the effect myself, but that was a long time ago in a particular setup and it was either addressed or my map changed to a point where it no longer happens.
Would it be something worthwhile to code "if player is crossing a portal line/horizon, GZDoom will hide the sprite for [x]-tics"? Or is that something not worthwhile/not possible (like, perhaps, by the time GZDoom knows the player is crossing the portal, it's too late to make them invisible)?
I'm merely envisaging it as a performance option that people affected by the issue could enable. It would mean third party observers (multiplayer) seeing the player blink out of existence briefly, but that might be preferable to a player always seeing their own sprite as they cross a portal.
Or maybe that's not a valuable effort versus return coding effort?
I have seen the effect myself, but that was a long time ago in a particular setup and it was either addressed or my map changed to a point where it no longer happens.