[0.14.7] Gates not predicting player movement correctly

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Xeteth
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[0.14.7] Gates not predicting player movement correctly

Post by Xeteth »

This is a minor issue but thought it worth reporting regardless.

Gates appear to only correctly predict player movement when the player is moving north towards a gate. From all other directions there is a stutter where the player hits the gate and there's a short period before the gate is 'open'.

Hopefully you can notice what I'm talking about from the gif below. Sorry for the crap FPS - didn't want the gif to be huge.

Image

Rseding91
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Re: [0.14.7] Gates not predicting player movement correctly

Post by Rseding91 »

Fixed for 0.14.8.
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dasiro
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Re: [0.14.7] Gates not predicting player movement correctly

Post by dasiro »

even with 14.8 (vanilla) driving in a car close along a long straight wall at high speed and then turning into a gate will still make you crash in to it.

the algorithm for notifying gates to open should take the speed and distance into account. It should be something like:
distance that can be traveled at (current speed + max acceleration) (+ the distance you can travel while the gate is opening) = perimeter in which gates should open

so if you are traveling at 50 and can accelerate 5 while the gate is opening, it should notify all gates (withing movement limits) at 55.

if the formula gets too complex to calculate each tick, it might be simplified by just using double the max travel distance with a minimum of lets say 3 blocks. It's not like it HAS to be just in time, just not too late :p

Loewchen
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Re: [0.14.7] Gates not predicting player movement correctly

Post by Loewchen »

dasiro wrote:even with 14.8 (vanilla) driving in a car close along a long straight wall at high speed and then turning into a gate will still make you crash in to it.
What you describe is not a bug, if you find something else you consider an issue, make a new report.

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