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[1.28] Fast missiles strange behavior

Sun, 07 Sep 2008 19:14:45


I found a strange behavior when using fast missiles made with Decorate that are fired by the player. I mean, it seems that always happens but the effect is increased with missile's speed, especially with a speed of 128 or more. Missiles' firing angle make "jumps", they aren't always fired to where the player is looking at. [attachment=0:3ptv7bjp]<!-- ia0 -->Vara1.rar<!-- ia0 -->[/attachment:3ptv7bjp] ************* Another question that I'm not sure if this is a bug or is intentionally: A door made with Polyobjects that open with POLYOBJ_DOORSWING open in oposite direction that they do in Zdoom: when in zdoom they open in anticlockwise, in vavoom do it in clockwise. I don't care about the incompability, I want to know if this will be corrected to know what to do.
Mon, 08 Sep 2008 08:53:49


Since i never had to use Polyobjs, i think this sounds as a Vavoom feature and not a bug. Not that Vavoom differs from zDoom and other Ports in some basic aspects such as 3D Floors construction, and other. Maybe that "issue" is a Vavoom difference from zDoom. But if you prefer better information than this, just wait the answer from Vavoom Programmer or any other Vavoom user such as Crinsom Wizard or Firebrand. Hope this helps you out. <!-- s:-) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":-)" title="Smile" /><!-- s:-) -->
Tue, 09 Sep 2008 12:04:59


IIRC there's a parameter that makes polyobjects to rotate in the opposite direction from the default one (which is turn clockwise IIRC). As for the problem with fast missiles, it's a known problem with fast moving actors, I don't know if there's anything that can be done to reduce or eliminate this problem.
Wed, 10 Sep 2008 10:14:25

Crimson Wizard

There should be bBlaster flag for fast moving missiles that makes them update their movement more precisely. But it seems for some reason it is not implemented for Decorate yet, it can be only assigned in progs.

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