[Fixed] Fastprojectile 3d Floor misprediction

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Fastprojectile 3d Floor misprediction

Postby IvanDobrovski » Sun Nov 12, 2017 7:43 pm

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.
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Re: Fastprojectile 3d Floor misprediction

Postby Rachael » Sun Nov 12, 2017 7:49 pm

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.
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Re: Fastprojectile 3d Floor misprediction

Postby Graf Zahl » Wed Feb 28, 2018 12:26 pm

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.
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Re: Fastprojectile 3d Floor misprediction

Postby Matt » Wed Feb 28, 2018 5:32 pm

I assume calling GetZAt() to set the new z would address this?
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Re: Fastprojectile 3d Floor misprediction

Postby Graf Zahl » Wed Feb 28, 2018 5:41 pm

No. What addresses this is taking smaller movement steps so that one move cannot skip a 3D floor completely.
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