Using client.fps causes rubberbanding and huge delays. Holding left, letting go, then pressing down will take up to a second or two to register properly.
Numbered Steps to Reproduce Problem:
Running the program on multiple machines.
Code Snippet (if applicable) to Reproduce Problem:
world
icon_size = 32
fps = 20
view = 7
var
statCap = 200
energyCap
battleCap
statGain = 2
energyGain
battleGain
client
fps = 60
Expected Results:
No rubberbanding or delays.
Actual Results:
Rubberbanding and delays.
Does the problem occur:
Every time? Or how often?
Every time.
In other games?
Untested.
In other user accounts?
Yes.
On other computers?
Yes.
When does the problem NOT occur?
Never.
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
No it did not in earlier versions of 511.
Workarounds:
N/A.
Video showing the rubber-banding.
https://www.youtube.com/watch?v=fn7JulEZAAg
Entirety of the source code for this project.
https://github.com/YukenK/infinity
Which 511 build did this start happening in? And do you have a test project?