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v1.31: Held keyboard presses don't persist on map change (after entering a slipgate) #695

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RavenMacDaddy opened this issue Jun 22, 2024 · 4 comments
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@RavenMacDaddy
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RavenMacDaddy commented Jun 22, 2024

Describe the bug

If for example I hold W to keep moving forward after entering a slipgate, I will just stand still, cause held keys aren't persisted (i.e., don't register/get read) in this new version (1.30.1 vs 1.31) — which just feels awkward, and hopefully some weird regression or bug.

I've confirmed that the older, referenced version, doesn't exhibit this behaviour.

To Reproduce

  1. Start a new game.
  2. Choose whichever difficulty.
  3. Enter a slipgate; I simply went with the first episode.
  4. Notice how any input that was being held (unconfirmed if this applies to other input methods like mouse or controller) isn't being registered.

Expected behaviour

For held keys to register on map change, e.g., W for moving forward

Desktop (please complete the following information):

  • OS: Windows 11 - 23H2
  • NVIDIA GTX 1080
  • Driver version: 555.99
@vsonnier
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Hello @RavenMacDaddy the change was intentional, brought by :

  • Clear button status on map load to prevent stray fires/jumps

Reverting that commit would bring back v1.30 behaviour.

Now a Sipgate as in Hub / ExNx is really a map change, disguised as a simple teleporter.

Normal teleporters works as usual, without affecting player movement of course.

The goal of the commit was really to reset the player momentum when it enters a completely unknown area.

I'm reluctant to revert this change, there are good reasons behind this I think.

Maybe hiding the new behaviour behind yet another CVAR ? I would rather revert everything to the v1.30 way to keep things simple...

@RavenMacDaddy
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I appreciate the explanation, whatever you decide is best.

@vsonnier
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vsonnier commented Jun 22, 2024

I agree on the ackwardness of being cut-off for the previous movement, I feel it too to be honest.

The way I see things, if there are enough complaints about the new behaviour, reverting it for a v1.31.1 is very easy.

Let's wait a bit collecting other bugs first.

@vsonnier
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vsonnier commented Jun 22, 2024

Right; I've made a descision, considering the pros and cons:

  • Cons : on map change, you need to re-apply your movement. That is only relevant if the maps are intended to be loaded seamlessly, hiding a load behind a Slipgate. This is not very common I think, even if the very Quake hub is a counter-example.
  • Pros : For all the cases were a level ends with a Score board, and a 'Loading' plaque, this is certainly unexpected to continue the previous movement starting the new level. Good exemples are Quake levels within an Episode.

I think the latter point weigh more thant the first, and was the reason for the change.

Let's put that in the 'wontfix' category.

@vsonnier vsonnier added question and removed bug labels Jun 22, 2024
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