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Add engineFramerateFixingSetProperty/GetProperty/ResetProperties #4413
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For adjustable vehicle physics time step and air resistor physics when glitch "vehicle_rapid_stop" is disabled.
In this way, DM players can play maps in any FPS.
Usage:
engineFramerateFixingSetProperty("vehicle_physics", 50.0/30.0) which is the default one.
Does this make it possible to have the same vehicle_rapid_stop behaviour when it's not enabled?
...ateFixingSetPhysicsTimeStep with "0"
Does this make it possible to have the same vehicle_rapid_stop behaviour when it's not enabled?
Only vehicle_rapid_stop glitch is disabled.
And maybe we need to change the name "vehicle_rapid_stop" to "vehicle_physics_framerate_dependent" later.
something like engineSetPhysicsProperty would be much nicer. if you need more words/explanation then use the individual properties/keys for that.
something like
engineSetPhysicsPropertywould be much nicer. if you need more words/explanation then use the individual properties/keys for that.
This may be not just physics.
if it will always be used for timestep related properties, then engineSetTimestep(string property, float step)?
if it will always be used for timestep related properties, then
engineSetTimestep(string property, float step)?
Maybe a good idea for short naming
To achieve this, maybe we need more hooker. From the test of @xLive , this PR is not enough for DM physics.
https://github.com/gta-reversed/gta-reversed/blob/c2df58461d2df0f455530132ebefb63348bb9275/source/game_sa/Entity/Physical.cpp
ProcessCollision
ProcessShift
ApplyTurnSpeed
ApplyMoveSpeed
ApplyGravity
ApplySoftCollision
ApplySpringCollision
ApplySpringCollisionAlt
ApplySpringDampening
ApplyCollisionAlt
ApplyFriction
PlacePhysicalRelativeToOtherPhysical
PositionAttachedEntity
ApplySpeed
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For adjustable vehicle physics time step and air resistor physics when glitch "vehicle_rapid_stop" is disabled. In this way, DM players can play maps in any FPS.
Usage:
engineFramerateFixingSetProperty("vehicle_physics", 50.0/30.0) which is the default one.
Now we have only "vehicle_physics", but in future, there maybe more.
I notice that "vehicle_rapid_stop" acually includes vehicle turning (passive and active).
Passive turning includes terrain changing and colliding.
Active turning includes air control and normal on-road turning.
Thus, description of "vehicle_rapid_stop" should be "framerate_related_vehicle_physics" for better naming.
Maybe the name and usage of this function need to be discussed.