Moving stone platform under the spikes in the Great Deku Tree doesn't carry Link: he slides off and stays in place #1798
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MagicBeanDev/Hookshot#1798
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Hookshot version
v2.0.13 (v2.0.14 came out today as a hotfix for HDR, the menu and bracketed build paths; not retested on it yet)
What kind of problem
Something else
What happened
Moving platforms don't carry Link. In the Great Deku Tree there is a stone platform that slides back and forth underneath the spikes. When Link stands on it, the platform moves away but Link doesn't move with it: he slides off and stays in the same spot instead of riding on top of the platform.
Expected: Link stays on the platform and moves with it, as in the original game.
My frame rate cap is set to 120 in the Insert menu:
I'm not sure the cap was already at 120 the first time I saw this, and I haven't retested at 60 yet. If it does depend on the cap, it may be the same family as #1742 (things that still step once per frame above a 60 fps cap since #1612): if the platform moves by the real-time step while Link's "carried by the platform" movement is applied per frame, or the other way round, he would slip off like this. I'll retest at a cap of 60 and report back.
Where in the game
Inside the Great Deku Tree, the stone platform that slides underneath the spikes, standing on it while it moves
How often
Every time
Graphics card and driver version
RTX 4090, NVIDIA 621.01
CPU, RAM and operating system
Ryzen 7 9800X3D, 32 GB, Windows 11 Pro 25H2
Changes from the defaults
Other software hooked into the game
No, nothing hooked in
hookshot_log.txt
I can't attach files from where I'm filing this; the relevant line is quoted above. I can attach the full log, or one with
HOS_FPS_LOG=1, if it helps.Screenshots or video
None yet.
Before you send it
Duplicate of #1742: with the Frame rate cap above 60 (120 here), some game logic still runs at the frame rate (moving platforms, cutscenes, Gohma). Set the cap to 60 (the default) for now. Please follow #1742.