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collision problem (tunning) #4

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MyNewBie opened this issue Sep 28, 2018 · 3 comments
Open

collision problem (tunning) #4

MyNewBie opened this issue Sep 28, 2018 · 3 comments

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@MyNewBie
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seems lag when you try to move a zombie or human with your body ....

@yavl
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yavl commented Jan 12, 2019

It is because client side collision prediction was disabled with this dirty commit 11c408e (MACRO_TUNING_PARAM(PlayerCollision, player_collision, 0)).

I don't think this is a big issue though.

@duralakun
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I also noticed that collision seems laggy, would be nice if it were normal
Is there a reason why it is disabled?

@yavl
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yavl commented Jan 14, 2019

https://github.com/yavl/teeworlds-infclassR/blob/master/src/game/gamecore.cpp#L388
if you just 'disable' collisions here, your client will still think that collision should be processed and you will hear drift sound (along with tee stuttering) if your tee overlaps another tee. And at that time I've found tuning.h file which as I understand and as it looks like is used for tuning client predictions, correct me if I'm wrong. I wanted to get rid of those annoying collisions as quick as possible, so client collision prediction was completely disabled. I don't know, maybe someone else could make it better.

Kaffeine referenced this issue in infclass/teeworlds-infclassR Nov 22, 2019
Refactor and maybe fix a crash on some player death
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3 participants