by Xaser » Sun Jan 17, 2016 11:31 am
Minigunner wrote:The fix should really only occur on the first shot, considering how Doom treats the first frame in a state; otherwise, in the event of a ReFire, there should be no fix.
I'm not seeing this behavior. Do you have an example/evidence?
At any rate, here's a simple test case for the wider issue -- a chaingun with its Fire and Flash states set to 1 tic:
- chainfun.zip
- 1-tic chaingun of ultimate funness.
- (322 Bytes) Downloaded 49 times
In ZDoom you get a flash; in Vanilla you do not (as the effective length is now 0 tics).
Interestingly, id knew about this and just adjusted the state tables, hence why Doom weapons have the flash states go a bit longer than they look like they should. The chaingun again is the best example; the firing states are 4 tics, while the flash states are 5 tics. In 'nilla you get a perfectly-synced animation, while in ZDoom you see this briefly:
tl;dr: yes, the issue exists, even if it's unnoticeable to some folks.
[quote="Minigunner"]The fix should really only occur on the first shot, considering how Doom treats the first frame in a state; otherwise, in the event of a ReFire, there should be no fix.[/quote]
I'm not seeing this behavior. Do you have an example/evidence?
At any rate, here's a simple test case for the wider issue -- a chaingun with its Fire and Flash states set to 1 tic:
[attachment=0]chainfun.zip[/attachment]
In ZDoom you get a flash; in Vanilla you do not (as the effective length is now 0 tics).
Interestingly, id knew about this and just adjusted the state tables, hence why Doom weapons have the flash states go a bit longer than they look like they should. The chaingun again is the best example; the firing states are 4 tics, while the flash states are 5 tics. In 'nilla you get a perfectly-synced animation, while in ZDoom you see this briefly:
[url=http://i.imgur.com/DHfy2XWl.png][img]http://i.imgur.com/DHfy2XWt.png[/img][/url]
tl;dr: yes, the issue exists, even if it's unnoticeable to some folks. :P