DRL > Bug Reports
[0.9.9.2] BFG ball sequence
Karry:
Okay, depending on circumstances this effect can be explicitly present for all weapons. Mostly its pretty obvious on BFG, but at times even pistols will kill an enemy before shots are spawned.
Did ANYONE playtested this before putting it out ? At least yourself, Kornel ? No ? Such an obvious bug, and it was simply ignored ?
Kornel Kisielewicz:
Karry, did you even try to read my reply?
rchandra:
is it possible to calculate the result, then animate, then show the result / refresh map?
Game Hunter:
The asynchronous animation is kinda weird, yeah, but it's a lot better than the first draft, which was pretty much always the result happening, recording, and appearing before the action. Personally I like the new style better just because things can play out a lot faster than they used to (such as Arachnotrons firing all at the same time) and the animation after/during the calculation is something you get used to. It's "buggy" in a visual sense but it's running as intended right now: if Kornel thinks he can improve on the engine, that's probably another big project.
It's pretty awkward when you die before you hear the bullet that killed you, though. (Basically you hear the projectile just as the mortem comes into view. Given the unique nature of death, this case might be "fixable" if you wanted to try.)
Kamikaze14:
I'm assuming this probably was already thought, but you never know. Would it be possible to give different types of actions different...let's call them priority levels and make it so all animations of a high priority would happen, then the next highest level, and so on?
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