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Author Topic: Jittery Top Spin  (Read 2404 times)

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April 17, 2013, 06:41:11 PM
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Offline Orange juice :l

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  • Date Registered: October 10, 2010, 08:41:18 PM

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Jittery Top Spin
« on: April 17, 2013, 06:41:11 PM »
This has been known for a while; probably old, but I don't see any reports about it.

When a player uses top spin, they occasionally appear to "jitter" when viewed by other players or coop spied, as if they were still rotating. Spinning again ends the effect. The player does not notice any of these symptoms. The point at which the top spin is used and/or the length of the jump may be related to the bug occurring. The bug first appeared in V3A.

June 16, 2013, 02:29:35 PM
Reply #1

Offline MEGAMANX123

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Re: Jittery Top Spin
« Reply #1 on: June 16, 2013, 02:29:35 PM »
i get it on multiplayer on single player its smooth and not jittery yea its kinda annoying

June 16, 2013, 06:20:02 PM
Reply #2

Knux

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Re: Jittery Top Spin
« Reply #2 on: June 16, 2013, 06:20:02 PM »
Yeah, it makes it confusing when fighting someone. They're suddenly twitching and I don't know where they're aiming.

June 17, 2013, 12:40:13 AM
Reply #3

Offline Russel

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Re: Jittery Top Spin
« Reply #3 on: June 17, 2013, 12:40:13 AM »
It's a desync thing...the issue exists on the engine level and probably can't be fixed without some weird hacks...

June 17, 2013, 02:07:42 AM
Reply #4

Offline tsukiyomaru0

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Re: Jittery Top Spin
« Reply #4 on: June 17, 2013, 02:07:42 AM »
Here goes my guess: what about changing this:
Code: [Select]
Spin:
TNT1 A 0 A_SpawnItemEx("TopRadius",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SetAngle(angle-20.0)
TNT1 A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TNT1 A 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TNT1 A 0 A_SetAngle(angle-20.0)
TNT1 A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TNT1 A 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TNT1 A 0 A_GiveInventory("CutterFlag", 1)
TNT1 A 0 A_JumpIfInventory("CutterFlag", 15, "MomentumCheck")
Loop
to this
Code: [Select]
Spin:
TNT1 A 0 A_SpawnItemEx("TopRadius",8,0,0,0,0,0,0,SXF_NOCHECKPOSITION)
TNT1 A 0 A_SetAngle(angle-20.0)
TNT1 A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TNT1 A 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TNT1 A 0 A_SetAngle(angle-20.0)
TNT1 A 0 A_JumpIfInventory("CutterFlag",999,"Ready")
TNT1 A 1 A_JumpIf(z-floorz<=0, "SpinEnd")
TNT1 A 0 A_GiveInventory("CutterFlag", 1)
TNT1 A 0 A_JumpIfInventory("CutterFlag", 15, "MomentumCheck")
TNT1 A 0 A_JumpIfInventory("SpinTime", 1, "Spin")
Goto SpinEnd
?

My best guess is that Spin keeps "looping" clientside for other players. So this could, in theory, detect if SpinTime is still a thing. Also, this could be added as a "safe switch" (considering people keep "jittering" after changing weapons, that could be they were holding fire while switching)...

Code: [Select]
Deselect:
TNT1 A 0 A_TakeInventory("SpinTime", 1)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TOPH A 1 A_Lower
Loop