andrei-drexler / ironwail

High-performance QuakeSpasm fork
GNU General Public License v2.0
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E3M3 Fiend stuck at any other framerate than 144 #240

Open CasualTourist opened 11 months ago

CasualTourist commented 11 months ago

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

1691161172700393.webm

4LT commented 11 months ago

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

mhQuake commented 11 months ago

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 commented 11 months ago

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

inf78 commented 11 months ago

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 commented 10 months ago

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 commented 10 months ago

Not necessarily, its even bugged in WinQuake.

d-bind commented 10 months ago

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.