Novum / vkQuake

Vulkan Quake port based on QuakeSpasm
GNU General Public License v2.0
1.8k stars 220 forks source link

Getting stuck on some ramps #170

Closed Greenwood72 closed 5 years ago

Greenwood72 commented 5 years ago

Hello, Axel.

I wanted to let you know that on occasion there is a glitch where the player gets stuck going down a ramp. It happens on E1M1 when you try to run down, away from the exit teleport, to go back to get something. It is almost like the point where the bend is creates a wall. It can be easily avoided by jumping or trying to go back and forth and again it only happens sporadically. I also noticed it on a map in Dimensions of the Past. This particular oddity doesn't occur with regular Quakespasm or Quakespasm Spiked. It just seems like a brush with a 120 degree angle sometimes doesn't play nice.

It's probably a minor thing and you might already be aware of it. I just wanted to point it out. I really like vkQuake and in general have zero problems with it. Texture and models work too. I appreciate your contribution to the Quake community!

Novum commented 5 years ago

This is extremely odd because I made zero changes to the game code or physics. Are you running at comparable frame rates?

Greenwood72 commented 5 years ago

Axel, I double checked: Quakespasm has the issue too. I downloaded it again and checked frame rates via scr_showfps. Both (yours and regular) played at approx. 70 fps.

I actually misstated earlier. Quakespasm Spiked was the source port that worked flawlessly. No hiccups. Whoever built that port added some extra magic including "High framerates no longer affect physics." It also accepts PNG textures and other nice features.

Maybe you might want to consider switching over to the "spiked" version. It looks and acts like regular Quakespasm, just with some nice extra features. Here's their website: http://triptohell.info/moodles/qss/

Again, I am sorry if I troubled you. I just think your source port is quite nice. I love the idea of using Vulkan; however, that ramp bug ... well, it bugs me. It can be especially annoying during the heat of battle.

On Sat, May 11, 2019, 4:28 PM Axel Gneiting notifications@github.com wrote:

This is extremely odd because I made zero changes to the game code or physics. Are you running at comparable frame rates?

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/Novum/vkQuake/issues/170#issuecomment-491541454, or mute the thread https://github.com/notifications/unsubscribe-auth/AL7VH6OPIQOROLO4OO5N4TTPU4T6HANCNFSM4HK2UK7Q .

LethalManBoob commented 5 years ago

not gonna lie it would be awsome to run vkquake at 250fps @240hz stable.

On Mon, 13 May 2019 at 01:39, Greenwood72 notifications@github.com wrote:

Axel, I double checked: Quakespasm has the issue too. I downloaded it again and checked frame rates via scr_showfps. Both (yours and regular) played at approx. 70 fps.

I actually misstated earlier. Quakespasm Spiked was the source port that worked flawlessly. No hiccups. Whoever built that port added some extra magic including "High framerates no longer affect physics." It also accepts PNG textures and other nice features.

Maybe you might want to consider switching over to the "spiked" version. It looks and acts like regular Quakespasm, just with some nice extra features. Here's their website: http://triptohell.info/moodles/qss/

Again, I am sorry if I troubled you. I just think your source port is quite nice. I love the idea of using Vulkan; however, that ramp bug ... well, it bugs me. It can be especially annoying during the heat of battle.

On Sat, May 11, 2019, 4:28 PM Axel Gneiting notifications@github.com wrote:

This is extremely odd because I made zero changes to the game code or physics. Are you running at comparable frame rates?

— You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub https://github.com/Novum/vkQuake/issues/170#issuecomment-491541454, or mute the thread < https://github.com/notifications/unsubscribe-auth/AL7VH6OPIQOROLO4OO5N4TTPU4T6HANCNFSM4HK2UK7Q

.

— You are receiving this because you are subscribed to this thread. Reply to this email directly, view it on GitHub https://github.com/Novum/vkQuake/issues/170#issuecomment-491642957, or mute the thread https://github.com/notifications/unsubscribe-auth/AHG65O6G6X3UZUMQADCSDPDPVC2C7ANCNFSM4HK2UK7Q .

Novum commented 5 years ago

ffc9adf2ec52d3b786f6e80c61f3eabea697eacf

Greenwood72 commented 4 years ago

Alex,

I noticed that vkQuake doesn't render transparency within 3D models. Areas meant to be transparent are filled in black. Oddly enough, regular Quakespasm does. Again this is transparency within 3D models, not regular geometry textures. Either than that, your port is performing well!