DRL > Bug Reports
[Won't Fix][0.9.9.5 WinXP SP3] effect shown before cause
ortoslon:
Effects of shots/explosions (walls having been destroyed, actors having been killed or knocked back, even the perk selection screen on gaining a level) are shown before projectile/explosion animations start. For example:
This might be useful for speedrunning but is confusing in regular play.
Kornel Kisielewicz:
Yes I know. This is unfortunately something that cannot be simply fixed without rewriting and increasing the complexity of the animation engine.
Epic ASCII/gif skillz BTW :)
ortoslon:
But this worked correctly in 0.9.9! Has the console mode been broken to nudge people towards the upcoming graphical version? ;)
Game Hunter:
--- Quote from: ortoslon on January 07, 2012, 18:35 ---But this worked correctly in 0.9.9! Has the console mode been broken to nudge people towards the upcoming graphical version? ;)
--- End quote ---
What has changed since that time was the introduction of a concurrent (rather than consecutive) animation process, which allows for multiple enemies to fire at the same time, or for all barrel/BFG explosions to occur simultaneously. At the same time, there's some asynchronicity as a result. In essence, fixing all of the cases where asynchronicity occurs is a matter of writing exceptions for each and every case (and probably other stuff, since I don't know the full extent of the animation code), which is a lot of work for stuff that isn't often noticed. It's one of those projects that's on the backburner, because there are so many other things to take care of.
ortoslon:
--- Quote from: Game Hunter on January 07, 2012, 18:51 ---a lot of work for stuff that isn't often noticed
--- End quote ---
In fact, that was the one of the first things I noticed in the first concurrently animated version that I played, because everything suddenly felt subtly wrong (I've only delayed reporting until now out of laziness), and it would be the first thing that I'll notice being fixed.
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