Dev build/Linux: spells at range use do not match classic [RESOLVED]

R.D.
Posts: 379
Joined: Fri Oct 07, 2016 10:41 am

Re: Dev build/Linux: spells at range use do not match classic

Post by R.D. »

Looks like there is an existing mechanism in place for this, in InputManager.cs.

Code: Select all

            // Skip some frame post-pause
            // This ensures GUI actions do not "fall-through" to main world
            // as closing GUI and picking up next input all happen same-frame
            // This also helps prevent fall-through of GUI mouse movements to
            // same-frame mouse-look actions
            if (wasPaused && frameSkipCount++ < frameSkipTotal)
            {
                return;
            }
frameSkipTotal is set as 5. I tried changing it to 10, still didn't work, then 15, and it then successfully stopped the problem.

Seems like this is probably a framerate-influenced thing. I've been testing in a Mages Guild interior, so very high FPS, around 180 according to the tdbg command.

R.D.
Posts: 379
Joined: Fri Oct 07, 2016 10:41 am

Re: Dev build/Linux: spells at range use do not match classic

Post by R.D. »

With frameSkipTotal back at 5:

In an area with about 120 fps (in the streets of Daggerfall city), problem still happened.
In an area with about 60 fps (Castle Daggerfall throne room), problem did not happen.

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Interkarma
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Re: Dev build/Linux: spells at range use do not match classic

Post by Interkarma »

Excellent, thank you. I'll revisit that solution soon.

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pango
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Re: Dev build/Linux: spells at range use do not match classic

Post by pango »

If I'm not mistaken a fix for this issue has been merged, and this could be marked as solved?
Spell casting seems to work as intended
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R.D.
Posts: 379
Joined: Fri Oct 07, 2016 10:41 am

Re: Dev build/Linux: spells at range use do not match classic

Post by R.D. »

Yes, this is resolved.

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