Fastprojectile 3d Floor misprediction
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- IvanDobrovski
- Posts: 83
- Joined: Mon Aug 08, 2016 4:05 am
Fastprojectile 3d Floor misprediction
Hello, I've recently stumbled upon this problem: https://zandronum.com/tracker/view.php?id=3337 which apparently happens in latest GZDoom as well, and was asked to report it. I hope this is the right place as I couldn't really find a bugtracker for GZDoom.
Re: Fastprojectile 3d Floor misprediction
GZDoom stopped using its bugtracker due to lack of user engagement post-reporting, such as when more info was needed.
We use the forums now, so yes this is the right place.
We use the forums now, so yes this is the right place.
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Fastprojectile 3d Floor misprediction
With such a high speed? No wonder that it glitches at steep angles, because the stepping adjustment was only done on horizontal movement, but in this case it's the vertical movement causing the problem.
- Matt
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Re: Fastprojectile 3d Floor misprediction
I assume calling GetZAt() to set the new z would address this?
- Graf Zahl
- Lead GZDoom+Raze Developer
- Posts: 49073
- Joined: Sat Jul 19, 2003 10:19 am
- Location: Germany
Re: Fastprojectile 3d Floor misprediction
No. What addresses this is taking smaller movement steps so that one move cannot skip a 3D floor completely.