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IDProjectCategoryView StatusLast Update
0005898The Dark ModMappingpublic01.02.2022 05:46
ReporterEpifire Assigned To 
PrioritylowSeverityminorReproducibilityalways
Status newResolutionopen 
Product VersionTDM 2.09 
Summary0005898: func_rotate quality loss on large surfaces
DescriptionSo 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 ReproduceMost 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.
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Issue History

Date Modified Username Field Change
01.02.2022 05:45 Epifire New Issue
01.02.2022 05:46 Epifire Summary Chance to update frame steps of func_rotate? => func_rotate quality loss on large surfaces