Comments (6)
That effect was always there in Raze, in both old frontends. So I checked what stupid thing the code was doing and it wasn't something smart. 👿
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I think it's more the 144Hz display vs an eye being better than another, it definitely helps for a lot of things 😄.
I know the game is rough so its all good, was more an exploratory "can anything be done here" question 😉.
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Welcome to the wonderful world of Duke. You can notice something similar but far more easily noticable on the medkit in the ticket booth you can blow open with the RPG.
Duke works very strangely. Many actors are idle if no player can see them, they only start interacting with the world if they are seen - and that unfortunately also includes the effects of gravity.
Why? Most likely because calling the CON scripts on them every frame was too expensive in 1996.
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I was about to comment "but this doesn't happen in EDuke32 IIRC", but then I checked and it did... 😛. They don't have the interpolation jitters we have but I believe a better interpolation solution will come at some point in the future.
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The jitter is something I never noticed, but it's so subtle I probably don't have such a good eye for some details 😉.
Them falling down or whatever when making visual contact is just typical CON though. There are plenty of occasions in the game where this can be noticed, but easiest on E1L5 IMO. When you blow up that secret wall near the cave secret with the dancing naked lady around the fire, you will see medkits and other items falling from the sky as you climb up the mountain.
Duke Nukem™.
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Regarding the interpolation jitters I mentioned, I isolated them back to 7043092.
It's hard to capture on video but blowing out the vent at the start of E1L1 and the street sign down near the dumpster fire in E1L1 showed very apparent issues. All sprites also jitter on the spot until they're within view of the player.
https://youtu.be/hTVYCm7eN7k
https://youtu.be/6CSkXrtlQPo
Hopefully everything else should be all good 😁.
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Related Issues (20)
- [BUG] Pink screen Vulkan render HOT 4
- [BUG] [General] Raze fails to compile on Fedora 40 - GCC 14.0.1 HOT 2
- [BUG] [Blood] Acid pod doesn't cause damage HOT 1
- [Feature] [Blood] Add an ability to add new sounds from DEF files
- [BUG] [Blood] Missing sound in Death Wish 1.7
- [BUG] [Blood] Crash on level load
- [BUG] [SW] Enemies are alerted to the player through doors and windows that they should not be able to see through HOT 6
- [BUG] [SW] Enemy sounds are scrambled (wrong sounds play for what the enemy is doing) HOT 3
- [BUG] [Powerslave] Player cannot jump out of water onto certain ledges
- [Feature] Add `-s#` or `-skill #` cmd parameter to launch the game with selected skill level or show skill selection menu when launching single map
- [Feature] Support for .kpf files HOT 1
- [Feature] Port ifmatch subtoken for voxel token from EDuke32
- [Feature] SteamAPI/Achievement Support for Duke3D World Tour HOT 2
- [BUG] [Blood] `tile2241-tile2249` replacements not working
- [BUG] [Duke Caribbean] Expansion not showing up on game select screen
- [Question] Contributing widescreen game assets
- [BUG] [Duke 3D] Missing Reverb
- [BUG] nearest sound interpolation inaccurate HOT 1
- [BUG] [Exhumed] Segmentation fault
- [Feature] Other Build engine games? HOT 1
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