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>> No.2396321 [View]
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2396321

>>2395454
>>2396081
So I finally finished what I thought would be a quick little fix to the zand version. It works now.

It turns out SpawnForced is in Zandronum as of 2.0, so that wasn't the issue.

It was that I was using VectorLength instead of magnitudeTwo_f to figure out the distance, which returned 0 and the loop to spawn the actors was never entered as a result. I went ahead and fixed that, and during testing discovered Zand's runaway script warning is a bit more picky than ZDoom's so I went ahead and added a max_dist clamp on to the script. From the script comments:

>Note: zandronum starts throwing "runaway script" errors for distance 732 and above; this is related not only to the max_dist but also to how many actors are being spawned (and having offsets calculated) per map unit, which how_close and div_mapunit are responsible for. With how_close at 1, div_mapunit at 2, and max_dist at 732 this means that 1464 actors is the threshold for this error. To be on the safe side I've set it to 720 even though singleplayer testing pointed to 731 not throwing the error. Note that if you aren't familiar with such errors that it means text in the top left screen, not a crash.

I also went ahead and added a test chain gun that fires a shorter duration (the actors that make up the arc exist for only 3 tics instead of 10) arc every 4 tics with an altfire that fires two every 4 tics. It made my toaster lag but not come to a complete halt, which means it should be fine for the rest of you.

https://drive.google.com/file/d/0BxbbtKR5bll_LTc3UXJpMTJTRzg/view?usp=sharing

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