Physics Bug Roundup!

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Re: Physics Bug Roundup!

Postby Ricard » Tue Feb 14, 2012 4:46 pm

@janaba...
My baskets are all lined up perfectly, and they are very stable.
I have never experienced such rock-solid reliability in the baskets before. I have walked across all of the baskets many times now (especially over many repeated tries at the lightning bugs) and they have not "wiggled" or "wobbled" one bit. I can walk around forever with my swarm of bugs as long as I don't try to jump over the little waterfall in the upper path to the last cave.
If I go back into the water and touch the baskets, however, they go "wild" and are very difficult to re-position.
Once so re-positioned however, they are again rock-solid.
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Re: Physics Bug Roundup!

Postby Ehren » Wed Feb 15, 2012 12:35 am

I don't get the unlock framerate thing. Do other versions of Uru like CC have a "lock" on framerate like that? None of the versions ever seemed slow like a sloth to me, but then again I couldn't see any difference in how it looked on the Gehn shard.
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Re: Physics Bug Roundup!

Postby Tsar Hoikas » Wed Feb 15, 2012 5:14 am

Ehren wrote:I don't get the unlock framerate thing. Do other versions of Uru like CC have a "lock" on framerate like that? None of the versions ever seemed slow like a sloth to me, but then again I couldn't see any difference in how it looked on the Gehn shard.


Only MOUL has a lock on its framerate. It was capped at 30 frames per second, an obviously inferior value, which is an inferior low value to those of us who appreciate smooth games. Most monitors refresh 60 times per second, so it was quite noticeable
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Re: Physics Bug Roundup!

Postby D'Lanor » Wed Feb 15, 2012 6:53 am

Do we know why Cyan capped the framerate? It may have had a good reason.
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Re: Physics Bug Roundup!

Postby Tsar Hoikas » Wed Feb 15, 2012 7:41 am

D'Lanor wrote:Do we know why Cyan capped the framerate? It may have had a good reason.


I figured out why they did it when I uncapped it. Every time an object is read from a PRP when loading an age, they make the pipeline render :roll:. It was rather interesting to walk away for 15 minutes, come back, and find MOUL still trying to link to StartUp 8-). The framerate limit got moved into the object reader callback as a stop-gap fix.

For more details, you can check the commit log.
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Re: Physics Bug Roundup!

Postby Ehren » Wed Feb 15, 2012 11:44 am

Tsar Hoikas wrote:Only MOUL has a lock on its framerate. It was capped at 30 frames per second, an obviously inferior value, which is an inferior low value to those of us who appreciate smooth games. Most monitors refresh 60 times per second, so it was quite noticeable


Hmm, maybe I just need to compare them one right after the other, regular MOUL Is still on the frame limit I'm guessing? I suppose I might have gotten so used to MOUL that I have a hard time noticing if it's like that or not. But now that I really think about it, I think I found MOUL a little choppier looking a very long time ago.
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Re: Physics Bug Roundup!

Postby Tsar Hoikas » Wed Feb 15, 2012 1:31 pm

Right, regular MOUL and other shards are still limited to 30 frames per second. After you get used to the locked framerate, it's not extraordinarily noticeable unless you go back and play PotS, which has no framerate limit.
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Re: Physics Bug Roundup!

Postby pojibonzai » Wed Feb 15, 2012 2:53 pm

2 floating rocks today! Anyone else having anti-gravity?
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Re: Physics Bug Roundup!

Postby Rhee » Wed Feb 15, 2012 2:55 pm

oh man, that is too weird!!!

I'll have to go and get the sticks and stones page now to see if it will happen in my Relto... typically i skip it because personally i have no use for a bunch of logs and stones that are just there to be tripped on ;)
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Re: Physics Bug Roundup!

Postby Wamduskasapa » Wed Feb 15, 2012 4:26 pm

Even though I have the applicable Yeesha pages -- I have no kickables - the logs, stones and sparklies are missing
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