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runspeed vent problem

User is online   Trooper Dan 

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#1

In newer builds, lowering the player's running speed below default makes it very difficult to jump into some vents.

Default RUNNINGSPEED in USER.CON is 53200. But I use 48640 for some projects (e.g. Duke Forces). I have lowered running speed to that number many times thoughout the years and I have never encountered this problem until now.

Examples of problem vents:

E1L2, the vent that leads to the bathroom in the strip club building
E2L1, the vent near the blue keycard

In general, vents that require jumping are problematic, but I haven't tested all of them. I can only speculate that this is somehow related to the recent clipping changes.
0

User is online   Trooper Dan 

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#2

Does anyone remember what the version number was right before the big clipping change update that broke a lot of stuff? I might be forced to go back to it.

As it stands, Duke Forces is pretty much unplayable on recent snapshots because you can't jump through vents. I would have to either set the player's running speed back to normal, or at least change the player jumping physics back to normal (which would still make the jumping into vents hard, but not impossible).
0

User is offline   The Battlelord 

  • 53

#3

View PostTrooper Dan, on 23 April 2019 - 01:46 AM, said:

Does anyone remember what the version number was right before the big clipping change update that broke a lot of stuff? I might be forced to go back to it.

As it stands, Duke Forces is pretty much unplayable on recent snapshots because you can't jump through vents. I would have to either set the player's running speed back to normal, or at least change the player jumping physics back to normal (which would still make the jumping into vents hard, but not impossible).

If i remember right, the first clip problem was in the r7440, so the 3439 should be ok, but am not sure, as the big changes have been made in the 3432 http://dukeworld.duk.../ChangeLog.txt.
Anyway it must be very close around these versions, sorry i can't check right now....





Who the hell are you!?
Don't dare to blame my english, I'm an Alien after all... Heavily armed too...

This post has been edited by The Battlelord: 23 April 2019 - 02:00 AM

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User is offline   LeoD 

  • 536

#4

View PostTrooper Dan, on 23 April 2019 - 01:46 AM, said:

Does anyone remember what the version number was right before the big clipping change update that broke a lot of stuff? I might be forced to go back to it.
That would be synthesis build r7395. The first "suspicious" commit seems to be 7398.
1

User is online   Trooper Dan 

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#5

Interesting results.

r7395 works perfectly. I can jump into the vent near the blue keycard in E2L1 100% of the time with no problems.

in r7440, I cannot get into the vent on the upward part of the jump, but as I fall down I can usually get into the vent.

in r7618, it's almost impossible to get into the vent. Every once in a while (like about 10% of jumps) you can get into it when falling from the jump but not the way up.



To review, this can be replicated by making the following CON changes:

1) Change RUNNINGSPEED from 53200 to 48640. I also tested a value halfway between those two with the same results.

Note that change 1) is enough to make jumping into vents much less reliable by itself. But by changing jumping physics as well, it becomes nearly impossible.

2) Change jumping physics with the following CON code:

	ifonwater iffloordistl 32 nullop else
	ife player[].jumping_counter 901
	{
		setp[].jumping_counter 0
		getp[].poszv zvel
		add zvel 644
		setp[].poszv zvel
	}


Essentially what this code does is it interrupts the hardcoded sequence that manipulates the player's vertical velocity during a jump. Early in the jump, it caps the velocity and then just leaves it alone so that physics can take its course. Without this code, the vertical speed is manipulated every tic, actually pushing the player back down artificially fast. With the code above, the player has the same jumping height as in vanilla, but the jump takes longer to go up and down and feels more floaty (more realistic for the height the player reaches).
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User is online   Trooper Dan 

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#6

Well I tried going back to r7395, but then I discovered that it has a serious bug which is a game breaker (sometimes findnearspritez and friends will return negative values other than -1, which messed up lots of my code).

So, I'm back to r7618, but this jumping through vents problem is a real bitch. This may sound like an obscure problem, but it's not. It simply results from reducing the player's running speed below the crazy high default value. Anyone who makes a mod with a more realistic running speed is going to have a bad time. It's compounded if you also make jumping physics more realistic (which, again, is hardly an obscure set of circumstances).

I even tried changing the player's running speed to the default value when he's in the air, but this is pretty unreliable. Any ideas?
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User is online   Trooper Dan 

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#7

Posted Image

It's a problem in vanilla with default settings as well. All you have to do is switch to walking speed instead of running speed and some vents become pretty much impossible to enter. The shot above shows a vent in E2L1. Others are problematic too.

Just to be 100% sure, I rechecked the vent in an older version before the clipping changes and confirmed that it can easily be entered at walking speed.
1

User is offline   Lazy Dog 

  • 334

#8

r7657 i can't get in vents while walking
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