walkawayy

Results 130 comments of walkawayy

I tested as far back as 2.13.2, and I don't see any difference in behavior. You can inconsistently flip slightly faster in all versions if the input is timed. But...

@Richard-L how weird is this lol. Rudimentary attempt at removing the delay as a proof of concept. [TR1X No Delay Inv v1.zip](https://github.com/LostArtefacts/TR1X/files/15301944/TR1X.No.Delay.Inv.v1.zip)

This seems to happen with any weapon, not just Uzis. https://github.com/LostArtefacts/TR1X/assets/81546780/4333939e-d89d-4feb-b9b5-6a2fa6ef352d

> Merged #1339 Yes I just tested on -2 speed, and I don't see an issue. I think it was a side effect of the jitter bug.

Ok I finally figured out how to reproduce, and it doesn't matter the options enabled. I'm not if @Richard-L is bringing this up a lot because of some kind of...

> Ok I finally figured out how to reproduce, and it doesn't matter the options enabled. I'm not if @Richard-L is bringing this up a lot because of some kind...

This looks like the real explanation: shift key overrides numlock. https://devblogs.microsoft.com/oldnewthing/20040906-00/?p=37953 Num Lock ON disables walk when I press look. Input_Update walk: 1; look: 0 Input_Update walk: 0; look: 1...

This also affects the boat ![image](https://github.com/user-attachments/assets/5c5faf7f-da4d-4f1f-8a0a-90e3e6198d35)

Honestly the 60 FPS blink speed looks better IMO. In 30 FPS, the text is flashing very fast.

This seems to be happening because in 60 FPS, `Text_Draw` calls `Clock_GetElapsedUnit` which will sometimes return `frames`, a double, just under 1. For example, `frames` might be `0.998580`. This causes...