What says on the tin. In the test map the skipped interpolation points are marked with a candle, while the working ones are marked with a torch. To move the tech lamp, simply walk forward to trigger the line.
Also this has been present for some time, so version where it goes wrong is unknown. If it is wrong in the first place. GZDB marks the first and last interpolation lines with orange if path is non-linear, so something tells me this might be a [Not a bug].
First and last interpolation points in curve are skipped
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First and last interpolation points in curve are skipped
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- Graf Zahl
- Lead GZDoom+Raze Developer
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Re: First and last interpolation points in curve are skipped
I believe this was intentional to properly interpolate the curve. In any case, I won't even try to make any sense out of this as changing it may cause more problems than it's worth.
Re: First and last interpolation points in curve are skipped
I understand. Thanks for the info on the two issues.
- gwHero
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Re: First and last interpolation points in curve are skipped
In case more people are racking their brains on this behaviour like I did a couple of months ago: if you create a cutscene with a moving camera and you want to link a interpolation special to trigger something when the curve of the camera is finished, you also have to link that not to the last interpolation point, but the one before that.