Robb Posted September 9, 2016 Share Posted September 9, 2016 Seems this game can change a lot just from changing framerate. By capping framerate to 15fps i managed to get out of bounds of adventure island as easy as this: And then I used the tool for fast loading times and windowed mode, this also seemed to make the fps go to 300 instead of 60. So now this happens: aidenpons, emily and Lair 3 Link to comment Share on other sites More sharing options...
Lair Posted September 9, 2016 Share Posted September 9, 2016 a lot of things in this game (and IXS) are tied to the framerate for some ungodly reason, instead of you know, actual time, i absolutely cannot fathom why they would do that, emily and aidenpons 2 Link to comment Share on other sites More sharing options...
Robb Posted September 10, 2016 Author Share Posted September 10, 2016 4 hours ago, Ringtail said: a lot of things in this game (and IXS) are tied to the framerate for some ungodly reason, instead of you know, actual time, i absolutely cannot fathom why they would do that, Yes your right. I think the game uses vysnc when in fullscreen. So the framerate will be whatever your monitor hz is. But this makes no sense because 1 level in particular the bi plane level is coded for 30fps or something near that, when playing at 60 have to constantly crash into wall to pass, and any higher and it comes impossible even using that method . If you put the frame rate to extreme high or low the physics and collision seem to just take a s*** for the whole game. Though it's fun to do just to glitch the crap out of the game Link to comment Share on other sites More sharing options...
Alcom Isst Posted September 10, 2016 Share Posted September 10, 2016 7 hours ago, Ringtail said: i absolutely cannot fathom why they would do that, It's slightly easier and a lot dumber to perform actions on a per-frame basis without accounting for time or framerate. The developers were simply lazy or didn't have it in scope to manage framerate variations. Link to comment Share on other sites More sharing options...
lol username Posted September 12, 2016 Share Posted September 12, 2016 Haha yeah, collision gets reeaaaally messy in this game when you kill the framerate (as if it weren't messy enough at 60), I threw together a compilation of stuff like this a while back: Lair 1 Link to comment Share on other sites More sharing options...
Robb Posted September 13, 2016 Author Share Posted September 13, 2016 On 9/10/2016 at 6:57 AM, Alcom Isst said: It's slightly easier and a lot dumber to perform actions on a per-frame basis without accounting for time or framerate. The developers were simply lazy or didn't have it in scope to manage framerate variations. I never got why games that only run correctly at a certain framerate in the 90s never bothered locking the bloody framerate. Link to comment Share on other sites More sharing options...
DistrictToTheFuture Posted November 11, 2016 Share Posted November 11, 2016 First vid at 0:20 ; LETS DO IT! pepper, we didn't mean glitch Link to comment Share on other sites More sharing options...
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