fokiradar.blogg.se

Obs studio recording doom
Obs studio recording doom







obs studio recording doom

On PSX it is 1/15 seconds being simulated per game tick so the rocket gets nudged along much further with each step.

#Obs studio recording doom Pc#

On PC this wasn't as much of a problem because the timestep is smaller, with 1/35 seconds being simulated for every game tick. When a rocket is spawned in both PSX and PC Doom it gets 'nudged' forward a little bit immediately. Because the line of sight check failing, no splash damage is applied - hence the bug. It looks like the issue is the rocket spawning on the opposite side of the wall line, and a line of sight check failing from the exploded rocket's position to the player because of that.

obs studio recording doom

There's some well-known why the hell not - let's talk about a few more bugs, straight from the Doom Wiki.

obs studio recording doom

This one, everyone and their grandma knows about. Could this be because some part of some code, somewhere, assumes the player is partially outside for collision purposes and so the game decides they're not hurt? Or perhaps that's applying to the explosion itself - it thinks the epicenter is outside the linedef, so the linedef clips the explosion blast radius?ĭramatic memory corruption can be triggered by Lost Souls moving outside the normal boundaries of the levels. Linedefs and sectors in the map will become progressively distorted from their normal layouts until the areas become unrecognizable and eventually the game crashes. Now why is that? My only guess is that it's got something weird to do with the fact that the collision checks are slightly different in PSX Doom than in PC (I remember having to nudge some pickups in order for them to actually be gettable). The player must also be facing slightly off the corner's edge and be as close to it as possible. The question now becomes is this something that could be ported back to PSXDoom-RE? please die a couple times in that level to soothe my black heart, since you can't play any of my other ones until Final Doom support is why the hell not - let's talk about a few more bugs, straight from the Doom Wiki.Ī rocket launcher blast originating from a player's rocket launcher shot does not do any damage to them whenever they are facing a corner where the walls are aligned in an angle of 90 degrees. Either way, it's massively improved, and you have my thanks. And it drove me nuts in this map and Bloodsea Keep (it's REALLY bad there). I can see some teeny tiny crackles still if I look for them, but they appear for maybe all of one frame at a time and then they're gone. I did it this way since it's cleaner and modern compilers might decide do make optimization anyway if it's advantageous. Not sure if it's worth the trouble though. One tweak that could be made is maybe unrolling the last loop iteration so that the if() check isn't done inside of the loop each time. The changelist for it if you're interested:









Obs studio recording doom