Message from @sheepzealand

Discord ID: 541020976167518234


2019-02-01 22:12:30 UTC  

the thing with the knife damage in RE2 is a little different

2019-02-01 22:12:56 UTC  

as damage is not commonly stored in floating point format

2019-02-01 22:13:31 UTC  

so if the total damage is number of true collision checks per second

2019-02-01 22:14:17 UTC  

there would be a damage value * by deltatime (which would be like ~0.015)

2019-02-01 22:14:47 UTC  

which means you would lose a lot through rounding errors if you deltatimed it

2019-02-01 22:16:42 UTC  

ok, think I follow, so like the sample rate is variable so the same animation at different frame rates does different total damage?

2019-02-01 22:17:15 UTC  

which is why the knife is affected but not the presumably hitscan guns?

2019-02-01 22:17:30 UTC  

sounds like it was coded by... lazy people.

2019-02-01 22:17:38 UTC  

hit scan is instant aka no speed

2019-02-01 22:17:53 UTC  

@Dead /facepalm

2019-02-01 22:18:39 UTC  

lorne

2019-02-01 22:18:46 UTC  

it's basically unavoidable if that's how total damage is determined rather than a flat value for impact=true

2019-02-01 22:19:10 UTC  

?

2019-02-01 22:19:30 UTC  

i just checks what you are aiming at, as far as i know.

2019-02-01 22:19:43 UTC  

talking about the knife

2019-02-01 22:22:39 UTC  

surprise surprise layoffs at VICE ehehehhe

2019-02-01 22:23:10 UTC  

@AstroTorch
heres an easier way:
you can walk at 1 metre per second
you have 60fps.
deltatime = 0.016f, this number is derived from the frame rate and updated every frame, 0.016 = a division by 60.
every frame your update function calls adding your velocity vector to your position: position vector + forward vector
in this situation 1m per second would be added to your position every frame meaning you can travel at 60 metre per second
if you deltatime it this happens:
position vector + (foward vector * deltatime)
the forward vector is now scaled down so it can only add enough to the vector to allow the player to move at 1 m per sec

2019-02-01 22:23:45 UTC  

yo how do i change my nickname some faggot changed it for me

2019-02-01 22:23:57 UTC  

@sheepzealand you don't

2019-02-01 22:24:07 UTC  

enjoy

2019-02-01 22:24:12 UTC  

then could one of you change it back

2019-02-01 22:25:05 UTC  

@sheepzealand say thanks you dont have a daf role mate

2019-02-01 22:25:05 UTC  

Klaus get sie Flamwehren!

2019-02-01 22:25:10 UTC  

Calling the people who can fix your situation faggots.

2019-02-01 22:25:16 UTC  

Apparently the EU will allow visa free travel for the UK even if there's a no deal Brexit

2019-02-01 22:25:18 UTC  

I can make the reptiles non plural if you really want

2019-02-01 22:25:20 UTC  

Big brain over here. lol

2019-02-01 22:25:39 UTC  

but why use that method for multiplayer games... and not having a check in place ?

2019-02-01 22:25:47 UTC  

Goodnight fellow lornehubbers

2019-02-01 22:25:55 UTC  
2019-02-01 22:26:12 UTC  

which one

2019-02-01 22:26:19 UTC  
2019-02-01 22:26:28 UTC  

@AstroTorch this system is perfectly fine for movement because the vectors are float point variables that can do decimal points.
however health/damage excetera is normally stored as integers, meaning all decimal values are chucked or rounded.
so if you added a deltatime to a damage addition (multiply by 0.016) you would get a hell of a lot of rounding loss, unless your damage values where in like the 1000s

2019-02-01 22:26:52 UTC  

im new y r u all called lorne

2019-02-01 22:27:02 UTC  

@Anal Expert Kowalski because Lorne

2019-02-01 22:27:05 UTC  

right

2019-02-01 22:27:06 UTC  

Because you are Lorne

2019-02-01 22:27:09 UTC  

LorneTape out

2019-02-01 22:27:13 UTC  

We are all Lorne

2019-02-01 22:27:15 UTC  

great explanation now i understand

2019-02-01 22:27:29 UTC  

It's that easy kid. Don't overthink it.