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Was the weapon fire bug fixed in this release? #18
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I've been playing Serious Sam since 2001. For all this time I did not meet this bug. It's funny. In my opinion, this is not critical. Versions compiled with different EPSILON will be completely incompatible in multiplayer. https://www.youtube.com/watch?v=PpfpfDNFdvQ&t=465s . You can change the value in your build here: The Serious Sem Engine has more serious bugs associated with using floating point variables. In two arrays storing positions and rotation of dynamic objects (Entities), different floating point values are observed in different compilers. Because of this, the multiplayer of a serious sem is incompatible on different platforms. This is a really serious bug. Because the developers of the Serious Sam engine wrote code for one compiler. Here is an example of a game multiplayer stream for different compilers. https://github.com/tx00100xt/SeriousSamClassic-VK/blob/main/SamTFE/Sources/Engine/Entities/Entity.h#L186 There is a very interesting analysis of the multiplayer code of the serious sam engine, you can see it here. |
Hi. I have never noticed this bug either, but now that I did some research and watched some videos, I can say that this is anything but "non critical". Doesn't using Serious Engine 1.10 already make it incompatible (for demos, multiplayer, etc...) with previous versions? If so, there is no point in not implementing this simple fix, so that even those who are not used to compiling and modifying the code can benefit from it. Otherwise an option (on/off) could be implemented in the game menu (if feasible). Same thing for https://github.com/tx00100xt/SeriousSamClassic |
https://www.youtube.com/watch?v=PpfpfDNFdvQ
This video shows an easy fix to the issue at the 7 min mark.
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