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The "gravity fix" PsyDoom option prevents the player from getting twice the gravity due to running at constant 30Hz and getting more physics updates.
But the gravity fix option has a side effect of also halving the gravity of monster corpses and blood (really any thing)
This shouldn't really be necessary because the monsters/things update rate doesn't get doubled when the game is running well like player physics does so their gravity should not vary like player gravity does. On top of that it just looks wrong and monster/blood gravity never really feels that slow on a real PSX.
I propose that with the "gravity fix" enabled that monsters/things gravity should be twice what it is now so that it matches their gravity when "gravity fix" is unticked.
This would make it feel about even with the player's gravity (with gravity fix enabled) rather than monsters falling like they are on the moon when shot off a ledge.
The text was updated successfully, but these errors were encountered:
The "gravity fix" PsyDoom option prevents the player from getting twice the gravity due to running at constant 30Hz and getting more physics updates.
But the gravity fix option has a side effect of also halving the gravity of monster corpses and blood (really any thing)
This shouldn't really be necessary because the monsters/things update rate doesn't get doubled when the game is running well like player physics does so their gravity should not vary like player gravity does. On top of that it just looks wrong and monster/blood gravity never really feels that slow on a real PSX.
I propose that with the "gravity fix" enabled that monsters/things gravity should be twice what it is now so that it matches their gravity when "gravity fix" is unticked.
This would make it feel about even with the player's gravity (with gravity fix enabled) rather than monsters falling like they are on the moon when shot off a ledge.
The text was updated successfully, but these errors were encountered: