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Remaining 60FPS alarm issues #181

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Medo42 opened this issue Mar 27, 2017 · 4 comments
Closed

Remaining 60FPS alarm issues #181

Medo42 opened this issue Mar 27, 2017 · 4 comments

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@Medo42
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Medo42 commented Mar 27, 2017

Grepping on 927cdf0, the following places referencing alarms still seem suspect. Some of them may be legit, either because the alarm is just set to 1 to perform some action "soon" or because the alarm is increased / decreased only in virtual steps, but for a first approximation I wanted to put this list somewhere:

Objects/InGameElements/Character.events/Begin Step.xml:            alarm[4] = alarm[3] / global.delta_factor;
Objects/InGameElements/Character.events/Draw.xml:        draw_sprite_ext(FlameS, alarm[5] + i + random(2), x + flameArray_x[i], y + flameArray_y[i], 1, 1, 0, c_white, burnIntensity / maxIntensity * 0.5 + 0.25);
Objects/InGameElements/Character.events/End Step.xml:                alarm[0] = 3;
Objects/Map elements/Gamemode-specific/Generator/Generator.events/Destroy.xml:        alarm[0]-=200;
Objects/Overlays/Interfaces/TeamSelectController.events/User Event 1.xml:        alarm[1] = 5;
Objects/Projectiles/Bubble.events/Collision with BulletWall.xml:    alarm[0]-=8;</argument>
Objects/Projectiles/Bubble.events/Collision with Character.xml:    alarm[0]-=70;
Objects/Projectiles/Bubble.events/Collision with Mine.xml:    alarm[0] -= 60;
Objects/Projectiles/Rocket.events/User Event 5.xml:                alarm[0]-=200;
Objects/Weapons/Minigun.events/Begin Step.xml:if(!readyToShoot and alarm[5] &lt; 25 and !isRefilling)
Objects/Weapons/Scattergun.events/User Event 3.xml:    shot.alarm[0] = 35 * ((min(1, abs(cos(degtorad(owner.aimDirection)))*13
Scripts/Events/doEventArenaStartRound.gml:        alarm[5] = 1;
Scripts/Events/doEventArenaStartRound.gml:    alarm[0]=2;
Scripts/Events/doEventGrabIntel.gml:        argument0.object.intelRecharge = max(0, IntelligenceBlue.alarm[0]);
Scripts/Events/doEventGrabIntel.gml:        argument0.object.intelRecharge = max(0, IntelligenceRed.alarm[0]);
Scripts/GameServer/GameServerBeginStep.gml:        alarm[5] = 1;
Scripts/GameServer/processClientCommands.gml:                    player.alarm[5] = 1;
Scripts/GameServer/processClientCommands.gml:                        player.alarm[5] = 1;
Scripts/Physics/System/move_all_bullets.gml:        image_alpha = (alarm[0]/lifetime)/2+0.5;
Scripts/Physics/System/move_all_bullets.gml:        image_alpha = (alarm[0]/lifetime)/2+0.5;

Update Removed some code locations that have been checked or fixed

@wareya wareya added the bug label Apr 7, 2017
Medo42 added a commit to Medo42/Gang-Garrison-2 that referenced this issue May 24, 2017
@PrOF-kk
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PrOF-kk commented Jan 31, 2018

I'm looking into some of these lines of code. The 1st one is actually a small issue and makes afterburn flames be displayed more frequently on 60 fps. I'll fix this and hopefully some other issues I find in a pull. The 2nd line doesn't seem to be an issue

@wareya
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wareya commented Jan 31, 2018

Make sure to look through the delta time plugin/thread for delta time bug fixes, that's most of what it consists of.

@PrOF-kk
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PrOF-kk commented Feb 1, 2018

I noticed that the Rocket User event 5 code lowers countdown for alarm[0] when in contact with a bubble, but alarm[0] doesn't do anything. Is it a typo? Was it meant to be alarm[1]? It also has a step event that does nothing
Edit: nvm didn't read code carefully

PrOF-kk added a commit to PrOF-kk/Gang-Garrison-2 that referenced this issue Feb 3, 2018
The original code would've lowered alarm[0] to 0 anyway on 30 fps, but this way we can avoid unexpected alarm[0] < 0 behaviour. Removes a line from Gang-Garrison-2#181
@PrOF-kk
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PrOF-kk commented Feb 11, 2018

alarm[0] for MineTrail is deltatimed correctly

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