[2.1.7] Wierd player movement.

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Hobbs
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[2.1.7] Wierd player movement.

Post by Hobbs »

In 2.1.7 the player accelerration is way too fast and it takes way too long to stop. Like the friction got fucked or something
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Graf Zahl
Lead GZDoom+Raze Developer
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Post by Graf Zahl »

Works for me. Are you sure that all your settings are correct?
Hobbs
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Post by Hobbs »

I am relatively sure the out of the box settings (save the keybindings) are just fine. If they aren't it sure as shit isn't my fault.
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Phobus
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Post by Phobus »

Were you playing a dodgy map or something? Just that I can also say it works for me.
Hobbs
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Post by Hobbs »

k here is what I did

Unzipped ZDoom
created an ini
Modified it a very small bit (change of controls, no fullscreen, autorun on)
Played MAP01 of Doom II.
Thought that something was wrong with movement.
Played again.
Confirmed my suspicion
Posted bug
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Skunk
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Post by Skunk »

This might be a way to check for this. Record a demo in 2.1.6, E1M1, no monsters. Run through the level stopping a second for the three doors you have to go through to the exit. Maybe even use the run button once or twice to slow yourself down at certain key parts like right before grabbing an item or hitting the sludge. Then, play the demo in 2.1.7. See if hilliarity ensuses. If the demo doesn't desync, then there is nothing wrong. If it does desync and the guy is running into walls it'll be funny but it'll confirm your suspecions.
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David Ferstat
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Post by David Ferstat »

Last I heard, Zdoom would explicitly not run demos recorded under a version different to the one playing the demo.
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randi
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Post by randi »

So long as the net commands haven't changed from the version the demo was recorded with, ZDoom will attempt to play it. Whether it stays in sync or not is another matter.

And for the record, this works fine for me. I even tried deleting my ini and letting it generate a fresh one, and it still worked fine.
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