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Footprints aren't drawn with the correct rotation #831

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xycaleth opened this issue May 3, 2016 · 13 comments · Fixed by #1075
Closed

Footprints aren't drawn with the correct rotation #831

xycaleth opened this issue May 3, 2016 · 13 comments · Fixed by #1075

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@xycaleth
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xycaleth commented May 3, 2016

Operating system and version:
OS X 10.11

Is this for single player or multiplayer?
Multiplayer

Description of the bug (and if possible, steps to reproduce the bug):
Footprints created from walking on sand aren't drawn at the correct rotation. They appear to be at 90-degrees to what it's supposed to be:
Footstep drawn badly

What did you expect to happen instead?
Footprints should be draw in the same direction as the one the player is walking in.

@ensiform
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ensiform commented May 3, 2016

Is this a bug specific to OpenJK?

@xycaleth
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xycaleth commented May 4, 2016

I'm pretty sure it's OpenJK specific. I don't have retail JKA on my mac so I can't test it there.

@ensiform
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ensiform commented May 4, 2016

Can you check the cgame code for what method renders them?

@ensiform ensiform changed the title Footsteps aren't drawn with the correct rotation Footprints aren't drawn with the correct rotation May 4, 2016
@xycaleth
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xycaleth commented May 4, 2016

@ensiform
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ensiform commented May 4, 2016

Seems more like an issue with the cgame since its giving the rotation to the engine.

Tested in SP and its not correct there either so I think its a bug in cgame in both and probably in original too.

@xycaleth xycaleth removed the A - MP label May 4, 2016
@AlexCS1337
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a bit off topic but how does the sand look so detailed?

@ensiform
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ensiform commented May 6, 2016

The map is pande_jkg_spaceport with good textures I assume. That probably is also rend2, I'm not sure.

@AlexCS1337
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Yeah I got that map but I don't remember it looking that good, I'll check it again lol

@ensiform
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ensiform commented May 6, 2016

Maybe your settings are lower quality who knows.

@thedt
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thedt commented May 26, 2016

Hmm the footsteps seem to go in random directions at first. I put cg_shadows 2 and cg_footsteps 4 so I could see how the shadow and footsteps reacted to the origins. It seems cent->pe.legs.yawAngle is based on map and not the player or this part of the code is doing something really odd when getting the matrix trap->G2API_GetBoltMatrix( cent->ghoul2, 0, footBolt, &boltMatrix, tempAngles, cent->lerpOrigin,cg.time, cgs.gameModels, cent->modelScale);.

@xycaleth
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This seems to be a problem with cgame. Using the retail cgame dll doesn't reproduce the bug.

@ensiform
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ensiform commented Oct 22, 2016

Not fixed in SP!

shot2016-10-22_14-44-32

Ignore the fact that this is on dfmod. It happens on hoth too.

@ensiform ensiform reopened this Oct 22, 2016
eternalcodes pushed a commit to eternalcodes/EternalJK that referenced this issue Aug 21, 2018
The improved version of RotatePointAroundVector caused the vector to be
rotated the opposite direction compared to the original version. This
meant that footsteps would be correct at 0 and 180 degrees, but would be
rotated the wrong way for any other angle.
@TwelveEyes
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This can be fixed in SP by changing the yawAngle in line 3832 in code/cgame/cg_players.cpp from cent->pe.legs.yawAngle-90 to cent->pe.legs.yawAngle. No reason to rotate the footprint by 90 degrees now.

xycaleth added a commit that referenced this issue May 5, 2021
Co-authored-by: Alex Lo <xycaleth@gmail.com>
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6 participants