View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0005898 | The Dark Mod | Mapping | public | 01.02.2022 05:45 | 01.02.2022 05:46 |
Reporter | Epifire | Assigned To | |||
Priority | low | Severity | minor | Reproducibility | always |
Status | new | Resolution | open | ||
Product Version | TDM 2.09 | ||||
Summary | 0005898: func_rotate quality loss on large surfaces | ||||
Description | So I'm binding a large platter shaped water surface to a func_rotate for an FM collaboration. The need for a rotation speed less than 1 (such as 0.2) is for proper simulated water movement. However, it's come to my attention that on the radius of a very large mover, this speed almost slows down to stop-motion like movement. In my case the radius in question consumes a map space of over half the grid area in DR (so very very big). I was speaking with Nbohr1more on this matter and he suggested it might be linked to the legacy game clock. My particular usage may have just highlighted it's limitation, however I think it would be remedied if it updated more steps per second. For the particular project, I may just assign a script to animate the rotation manually in an attempt to correct the frames issue. However I wanted to log this issue to see if it's a simple fix or not. | ||||
Steps To Reproduce | Most visible on a func_rotate running 1 speed or less. Noticeable factor varies depending on how near or far the player camera is from the origin. | ||||
Tags | No tags attached. | ||||