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E3M3 Fiend stuck at any other framerate than 144

Open CasualTourist opened this issue 1 year ago • 7 comments

As the title suggests, if the game runs at an other frame rate, the Fiend stays stuck after the button sequence:

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CasualTourist avatar Aug 04 '23 15:08 CasualTourist

This occurs in Quakespasm as well. I think it might even be in WInquake, but I'd have to check

4LT avatar Aug 04 '23 16:08 4LT

If it's in WinQuake, unless it's an obvious bug, then it's probably desirable to retain it.

Without further analysis it's possible that it might even be a QC bug, or a content bug, rather than an engine bug, in which case it may be dubious to try fix it engine-side.

mhQuake avatar Aug 04 '23 16:08 mhQuake

That bug has been around for ages. Lower your max fps to like 50 and the fiend wont get stuck.

Flecked42 avatar Aug 05 '23 17:08 Flecked42

Since I remembered that I saw this bug some loooong time ago more than once, I just tested it in DOS Quake 1.08 and WinQuake and it's present in both. Anyway, it's in a sense quite cool bug and sort of part of Quake almost, please don't touch it. :D

inf78 avatar Aug 08 '23 17:08 inf78

Feels like people are maybe missing the point, possibly including the reporter. The behavior should match that of the original game running at 72fps. If raising the framerate "fixes" the problem, that means Ironwail's physics isolation code is not functioning correctly. The specific case is merely a symptom.

d-bind avatar Aug 20 '23 21:08 d-bind

Not necessarily, its even bugged in WinQuake.

Flecked42 avatar Aug 21 '23 02:08 Flecked42

Right, meaning it should continue to be bugged at 144 fps in Ironwail, which it isn't. Or, to put it simpler, Ironwail should not allow different outcomes depending on framerate, no matter what happens in other ports.

d-bind avatar Aug 21 '23 04:08 d-bind