[Solved] Jumping Bug

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x3n
Baron Vladimir Harkonnen
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[Solved] Jumping Bug

Post by x3n » Fri Dec 08, 2006 6:09 pm

While testing the engine in high-poly levels, I discovered a strange bug.
The less fps I got, the higher I could jump.

In the pictures below you see the maximal jumping height with two different frame rates (look at the fps).

Another effect is, that the waiting time between two jumps is much higher with low fps.

Maybe the height and the waiting time are frame based instead of time based?


Image <=> Image

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Nowic
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Post by Nowic » Fri Feb 02, 2007 4:45 pm

Does this bug still exist in the current version?
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silvan
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Post by silvan » Sat Feb 03, 2007 11:23 am

This post remined me to remove the "position output hack" from the fps player.
If you check out the trunk now, jumping will work again !
The light on the end of the tunnel is a train.

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Nowic
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Post by Nowic » Sat Feb 03, 2007 1:03 pm

Does it just jump? Or jump without the bug?

Maybe we have to remove it again, if the player can do strange things in the spacestation.
"I've always lived cheaply. I live like a student, basically. And I like that because it means that money is not telling me what to do. I can do what I think is important for me to do. It freed me to do what seemed worth doing." -- Richard Stallman

silvan
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Post by silvan » Sat Feb 03, 2007 11:51 pm

To be completely honest: I never tested it. I just commented out the code and checked it in! So the implementation of the jumping is still the same.

But I can look into the bug tomorrow (or better: later today).
The light on the end of the tunnel is a train.

silvan
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Re: Jumping Bug

Post by silvan » Sun Feb 04, 2007 11:08 am

x3n wrote: Maybe the height and the waiting time are frame based instead of time based?
Yes they were! I fixed this and commited it in the trunk.
The light on the end of the tunnel is a train.

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beni
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Post by beni » Sun Feb 04, 2007 11:30 am

I guess it was an easy task, but thanks anyway. :D
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