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Author Topic: Not exactly a bug, but it takes too long when a fireball misses  (Read 2733 times)

OldSpider

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Lets say a cacodemon takes a shot at me, misses, and the fireball has to go a long way offscreen before it hits anything.  For some reason this takes a second or two.  No animation is occurring and all it's doing is moving from one place to the next.
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ParaSait

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I don't see the problem?
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Tormuse

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I don't see the problem?

I do.  I suspect that it's only visible on older computers like mine and that anyone using a remotely modern computer is fast enough that they don't notice, but what OldSpider says is true:  If an enemy fires at you and misses and the back wall is some distance away out of view, you have to wait an inordinately long amount of time for the time the shot would have hit the wall, even if you can't see the shot or the wall.  My understanding is that this is an artifact of how the DoomRL engine works.  I suspect that it would be too much trouble to correct this and it isn't considered an especially big deal anyway.
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Kornel Kisielewicz

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Actually this should already be fixed in the sources. Old system did a double raycast for the graphical animation, and stopped animating when the gridbased raycast hit a wall. The new system precalculates the hit point, and animates it separately, cutting it off when out of vision.
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Forget about animation and graphics -- I experienced this on the Eleveator of Dimensions mod last night while playing it.  In console mode.

Maybe there's no overlap between these two, but just putting it out there.
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