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>> No.4564636 [View]
File: 567 KB, 1920x1080, Screenshot_Hexen_20180124_182200.png [View same] [iqdb] [saucenao] [google]
4564636

>>4564592
>Dakka tracers are instant. ASMD effect is a projectile that travels with a finite speed.
no they aren't. the bullet tracers travel at 512 units/tic, and the BFG beam (which uses very similar code) moves at 128 units/tic. it already handles this.

>Maybe it is possible to DAKKA trace code and create a projectile that would store a point of impact, and would terminate upon reaching said point or somewhere near it. But thats way above my level of expertise.
I can't do that and keep zandronum compatibility. A_FireBullets lacks the missile parameter on zandronum, and I can't even work around that with ACS bullshit because there's also no FBF_NOAUTOAIM flag.

there's only three things I know: the location of the firer, the location of the end puff, and the angle of the shot - NOT the pitch. there's no way for me to figure out the pitch, since, y'know, portals. so I can't just spawn a projectile at the firer and face it the right way, not while still using hitscans. the only case where I could be guaranteed to be right - if the shot's not going through portals - is also a case which isn't a problem to begin with!

and I already tried faking hitscans with FastProjectiles moving at 32767 units/tic, since I can precisely control where those go, but before I even got to the tracer part, I discovered really quick that firing the SSG with these fake bullets lagged really really badly - and if it lags for me, I don't want to know what it'd do on toaster computers. that, and fastprojectiles going through portals curve in a really really stupid way - see the image. so I dropped it.

so I don't think there's anything I can do about it.

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