FPS holding point wobble

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Jegar
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Location: Midwest U.S.

FPS holding point wobble

Postby Jegar » Thu Sep 21, 2017 12:19 am

I seem to have a strange issue with the holding point and projectiles.
I have the holding point centered at 0,0,14 in the middle of a perfect cube collision box.
I get an error where my projectiles come out slightly to the left or the right of the holding point depending on where I am facing.
I have tried modifying all the possible configurations, from image size, orientation, facing direction mods, and sizing, but this issue still comes up.

I think it is safe to say it may be a bug.
Example.bmp

WobbleExample3.PNG

WobbleExample1.PNG


It may be related to the rotation being applied to the projectiles automatically by the engine, as I have not set the projectile to do directional rotation.
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Mr.Numbers
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Re: FPS holding point wobble

Postby Mr.Numbers » Fri Sep 22, 2017 3:11 pm

Couple points just to get these out of the way.

- Do you have the sprite option set to 360 rotation, and are you rotating the actor?
- Have you tried setting a "Bullet Point" rather than/along with a "Holding Point"? Reason being, there likely is some math to make the bullets come out of the end of the gun, not the holding point itself. This combined with the sprite not being able to 360 rotate would explain this behavior.
- If neither the two above, what are you using for the camera script? Making sure its not the camera that is off.

If none of these are the cause of the issue (Which I honestly bet its one of them) it could potentially be a bug. Lets hope its one of the simple fixes above :)
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Jegar
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Re: FPS holding point wobble

Postby Jegar » Fri Sep 22, 2017 4:49 pm

I have it set to rotate 360 on the actor, I have also tried without the 360 rotation and the wobble still appears.

Bullet point doesn't change anything. Is there a setting for bullet point that I missed perhaps?

Here is the Camera script:

Code: Select all
IF Actor("Character P0").HP <= 0
ELSE
    SET ViewField("|Full Screen:0").Perspective = "3d"
    SET ViewField("|Full Screen:0").Angle = Actor("Character P0").AimAngleY
    SET ViewField("|Full Screen:0").Distance = 1
    SET ViewField("|Full Screen:0").Orbit = Actor("Character P0").DirectionAngle
ENDIF


Here is the turning script

Code: Select all
IF GameWait
ELSE
    IF Message_Status
    ELSE
        IF Main.Paused = 1
        ELSE
            SET Actor("Character P0").DirectionAngle = Math.Add(Actor("Character P0").DirectionAngle, Math.Divide(Cursor.DeltaX, ((g_HzMouse) * 19) + 175))
            SET Actor("Character P0").AimAngleY = Custom.Frm_ViewAngle(Actor("Character P0").AimAngleY)
            IF g_TurnLeft = 1
                Actor("Character P0").Push(Math.Subtract(Actor("Character P0").DirectionAngle, Geometry.Radians(90)), "Z", Actor("Character P0").Speed / 25, 100)
                :g8
                IF g_foward = 1
                    Actor("Character P0").Push(Math.Add(Actor("Character P0").DirectionAngle, Geometry.Radians(0)), "Z", Actor("Character P0").Speed / 15, 100)
                ELSE
                    IF g_backward = 1
                        Actor("Character P0").Push(Math.Add(Actor("Character P0").DirectionAngle, Geometry.Radians(180)), "Z", Actor("Character P0").Speed / 15, 100)
                    ELSE
                    ENDIF
                ENDIF
            ELSE
                IF g_TurnRight = 1
                    Actor("Character P0").Push(Math.Add(Actor("Character P0").DirectionAngle, Geometry.Radians(90)), "Z", Actor("Character P0").Speed / 25, 100)
                    GOTO g8
                ELSE
                    GOTO g8
                ENDIF
            ENDIF
        ENDIF
    ENDIF
ENDIF


It is worth noting that this wobble happens also on the cardinal facing directions.

I have tried all suggested and a few more I can think of. I am out of leads.
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Mr.Numbers
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Re: FPS holding point wobble

Postby Mr.Numbers » Tue Oct 24, 2017 3:42 am

Ah, sorry didn't see your response and it seems your topic got a little burried :P

First could you re-export the scripts using the "Share Script" feature? Makes it much easier to follow, as well as test on my end. Also would be nice if you could send a picture of the sequencer window with the holding point selected.

As well want to confirm, the wobble ONLY happens when changing directions correct? So if you keep your direction constant and continuously fire the bullets, they shoot out straight?
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Jegar
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Re: FPS holding point wobble

Postby Jegar » Tue Oct 24, 2017 1:12 pm

I will get you that information. As for the changing directions, no, it wobbles off to the side based on direction, whether moving or still it will "wobble" to a side.
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Re: FPS holding point wobble

Postby Mr.Numbers » Tue Oct 24, 2017 6:35 pm

Out of curiosity, what happens when you set the accuracy of the weapon to 100%?
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Jegar
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Re: FPS holding point wobble

Postby Jegar » Tue Oct 24, 2017 8:10 pm

No change, one of the first things I tried. I also tried limiting the accuracy by axis to no avail.

also
Capti.PNG


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Mr.Numbers
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Re: FPS holding point wobble

Postby Mr.Numbers » Tue Oct 24, 2017 11:14 pm

If you could send a bug report with a simple to test setup I can take a look.
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Re: FPS holding point wobble

Postby Jegar » Wed Oct 25, 2017 6:35 pm

Submit bug feature may not be working, it freezes up on submit bug, and when 001 crashes it freezes on that submit bug.
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Re: FPS holding point wobble

Postby Mr.Numbers » Thu Oct 26, 2017 2:40 am

Just curious, are you able to build the game, or does that freeze/crash as well?
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Jegar
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Re: FPS holding point wobble

Postby Jegar » Thu Oct 26, 2017 9:18 pm

I am able to build the game no issue.
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Re: FPS holding point wobble

Postby Mr.Numbers » Mon Nov 06, 2017 2:08 am

My suggestion is add 001 as an exception to any firewalls, make sure it's excluded from antiviruses, that you are running as admin and possibly restart your computer than try to send it again.

If it still does not work you can zip the test project and upload it to dropbox, then pm me the link.


EDIT:
Sorry for the delay, been quite busy lately. Finally had a minute to take a look! I'd definitely agree this is likely a bug, and will investigate further. I'll try to reproduce this issue in a much simpler project then forward it to Mike.
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Jegar
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Re: FPS holding point wobble

Postby Jegar » Mon Nov 06, 2017 6:34 am

Awesome thank you. I too have been very busy which has delayed me getting you this info, so I understand completely.
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Mr.Numbers
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Re: FPS holding point wobble

Postby Mr.Numbers » Tue Nov 07, 2017 10:14 pm

Slight problem. I am absolutely unable to reproduce this is a separate project. This leads me to believe that there is more to this issue than appears on the surface. If you could reproduce this in a super simplified project, then send that project my way that would be much appreciated!

You don't need to be able to move or anything, as well, if you could make it so you have unlimited ammo & a fast fire rate on the weapon that would be appreciated! There's a huge chance that some small little thing is causing this issue, whether it be a script in the background, a legacy option or some minor little thing. Any help on trying to find the cause would be great as I'm sorta going in a little blind with this as I do not know how your project all works.
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Re: FPS holding point wobble

Postby Jegar » Wed Nov 08, 2017 8:27 pm

Ok, I updated the game, just starting a new game will drop you in the first map with a pistol of unlimited ammo, you can replicate by spinning in circles slowly firing.
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Mr.Numbers
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Re: FPS holding point wobble

Postby Mr.Numbers » Mon Nov 13, 2017 8:29 am

I have gone through your game and I can determine that I don't currently believe this is a bug.

First of all, SOMETHING in your game is snapping the holding point to specific small incremental values. I really don't know how your game works so I can only do so much, as well, I am unable to reproduce this "Snapping" action on any other project, and I am unable to MAKE your game stop snapping.

Second, if you actually set the firing speed of the pistol to 0.01, you will notice it doesn't actually "Wobble" at all. What you are experiencing is the snapping action above.


The solution to this issue involves fixing the above snapping action. Again, I tested this in a separate project and was unable to reproduce, if you could help me figure out what script, option, etc.. is causing the issue we could determine if this is actually a bug, or human error. It very likely could be a single option on something related to the bullets, the pistol, the player, etc. May be a legacy options I am not sure.
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Jegar
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Location: Midwest U.S.

Re: FPS holding point wobble

Postby Jegar » Mon Nov 13, 2017 2:37 pm

Hmm, my guess is that it is in the turning logic. But that only modifies the facing direction, not the holding point. I think maybe the camera could be off? But I am unsure of that too. I have checked legacy settings, bullet settings, and others. Maybe my style of tying the camera to the controls in 3d is what is causing it.
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Mr.Numbers
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Re: FPS holding point wobble

Postby Mr.Numbers » Wed Nov 15, 2017 1:25 am

It may be tied to however you are rotating the actor in relation to the camera. I'd recommend creating a separate project and making a super simplified shooter where you can only look around and fire, and see if the issue persists. If it does in a heavily simplified project you can send it my way and I can take a look!
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I AM THE ALL MIGHTY SCRIPTING MASTER
Please do not PM me with Engine 001 related questions, rather post on the forums. ;)


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