Cutstuff Forum
Mega Man 8-bit Deathmatch => Bugs/Suggestions => MM8BDM Discussion => Rejected => Topic started by: Orange juice :l on April 17, 2013, 06:41:11 PM
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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.
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i get it on multiplayer on single player its smooth and not jittery yea its kinda annoying
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Yeah, it makes it confusing when fighting someone. They're suddenly twitching and I don't know where they're aiming.
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It's a desync thing...the issue exists on the engine level and probably can't be fixed without some weird hacks...
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Here goes my guess: what about changing this:
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")
Loopto this
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)...
Deselect:
TNT1 A 0 A_TakeInventory("SpinTime", 1)
TNT1 AAAAAAAAAAAAAAAAAAAAAA 0 A_Lower
TOPH A 1 A_Lower
Loop