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WIP: Support >60Hz with com_gameHz #584
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DanielGibson
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dhewm:master
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DanielGibson:Stradex-unlockedFPS-rebased
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WIP: Support >60Hz with com_gameHz #584
DanielGibson
wants to merge
15
commits into
dhewm:master
from
DanielGibson:Stradex-unlockedFPS-rebased
Commits on Jun 24, 2024
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hack: inject GAME_FPS, GAME_FRAMETIME and CHAINGUN_FIRE_SKIPFRAMES in…
… order to avoid having to use custom pak content
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Fix: game now running original game logic speed and solve bug with ph…
…ysics with player not working correctly
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Commits on Jun 26, 2024
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Modify hacks for replacing some #defines in scripts
The old hack replaced "#define GAME_FPS 60" and the similar defines for GAME_FRAMETIME and CHAINGUN_FIRE_SKIPFRAMES with in the scripts with other values based on com_gameHz, for example to "#define GAME_FPS 144". This has two disadvantages: 1. When changing com_gameHz, you'll have to reload the scripts 2. This changes the checksum of the scripts, so each time you change com_gameHz the checksum changes and your old savegames stop working. Luckily the scripts already have functions (that are implemented in the gamecode) that expose the FPS and FrameTime: sys.getTicksPerSecond() and sys.getFrameTime() So now we modify the #defines to call those functions instead. That will still break *old* savegames, but at least savegames made from now on will still work no matter what you set com_gameHz to.
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Merge fixes from dezo2's 144Hz branch
adjusted to use gameLocal.gameHz instead of USERCMD_HZ, of course
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Commits on Jun 27, 2024
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Framerate-independent idPlayer::Move() and idAI::AdjustFlyingAngles()
thanks to Github user tyuah8: dhewm#584 (comment)
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