phoboslab / wipeout-rewrite

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Difference in the way it handle jumps with original game #96

Closed tigrouind closed 4 months ago

tigrouind commented 1 year ago

Please take a look at this video :

https://github.com/phoboslab/wipeout-rewrite/assets/2211721/cad36ba8-a78e-4ec7-b8f8-912c30d225b1

Original: reduced thrust after the jump (despite the fact that I kept pressing the X button) Rewriting: no reduction in thrust, the ship crashes into the mountain.

PoloniumRain commented 9 months ago

I just discovered this rewrite and after playing it in the browser, the jumps immediately stood out as handling wrong (i still play the original PSX version to this day) just as you've shown in your video. It mostly affects the Rapier class.

The ships are also front heavy in either class, so after a jump the ships nose will start to point downwards into the ground, so you crash. Even a small jump will now cause the ships nose to scrape the floor, where this did not happen before.

Here's an example on the first track:

https://github.com/phoboslab/wipeout-rewrite/assets/50634894/a9ff9333-8a22-4483-9606-f381a0709185

phoboslab commented 4 months ago

That took some investigating!

The original game calculates the distance to the nearest track section by largely ignoring the .y component (height) of the ship. This got lost in the rewrite and the SHIP_FLYING physics were used even when the ship was directly above the track. Above commit fixes this.