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E3M3 Fiend stuck at any other framerate than 144 #240

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CasualTourist opened this issue Aug 4, 2023 · 7 comments
Open

E3M3 Fiend stuck at any other framerate than 144 #240

CasualTourist opened this issue Aug 4, 2023 · 7 comments

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@CasualTourist
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CasualTourist commented Aug 4, 2023

As the title suggests, if the game runs at an other frame rate, the Fiend stays stuck after the button sequence:

1691161172700393.webm
@4LT
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4LT commented Aug 4, 2023

This occurs in Quakespasm as well. I think it might even be in WInquake, but I'd have to check

@mhQuake
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mhQuake commented Aug 4, 2023

If it's in WinQuake, unless it's an obvious bug, then it's probably desirable to retain it.

Without further analysis it's possible that it might even be a QC bug, or a content bug, rather than an engine bug, in which case it may be dubious to try fix it engine-side.

@Flecked42
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That bug has been around for ages. Lower your max fps to like 50 and the fiend wont get stuck.

@inf78
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inf78 commented Aug 8, 2023

Since I remembered that I saw this bug some loooong time ago more than once, I just tested it in DOS Quake 1.08 and WinQuake and it's present in both.
Anyway, it's in a sense quite cool bug and sort of part of Quake almost, please don't touch it. :D

@d-bind
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d-bind commented Aug 20, 2023

Feels like people are maybe missing the point, possibly including the reporter.
The behavior should match that of the original game running at 72fps.
If raising the framerate "fixes" the problem, that means Ironwail's physics isolation code is not functioning correctly. The specific case is merely a symptom.

@Flecked42
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Flecked42 commented Aug 21, 2023

Not necessarily, its even bugged in WinQuake.

@d-bind
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d-bind commented Aug 21, 2023

Right, meaning it should continue to be bugged at 144 fps in Ironwail, which it isn't.
Or, to put it simpler, Ironwail should not allow different outcomes depending on framerate, no matter what happens in other ports.

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