[2.1.1] Bouncy missile bounce off skies

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Expand view Topic review: [2.1.1] Bouncy missile bounce off skies

by Phobus » Wed Jun 28, 2006 12:26 pm

Good point, and I suppose it makes sense in those conditions, but normally a floor sjky is used like in Sapphire, or as an exit thing.

by Risen » Wed Jun 28, 2006 11:02 am

What about maps that use a sky floor as play area? You and the monsters and items would be suspended in air... but projectiles fall through? That doesn't make any sense.

by Phobus » Wed Jun 28, 2006 10:52 am

Hmm, wouldn't a sky floor just have it drop into oblivion?

by Risen » Wed Jun 28, 2006 10:47 am

Phobus wrote:I think hitting the side of the sector wouldn't be as celver as hitting the side of the 'sky', as the sector the grenade flies into the sky in might be a little bench or puddle or whatever, in a much larger area.
Yes. I assumed that was implied.

Care needs to be taken in addressing sky floors, too; both implementations could be desired behavior at different times.

by Phobus » Wed Jun 28, 2006 10:41 am

I think hitting the side of the sector wouldn't be as celver as hitting the side of the 'sky', as the sector the grenade flies into the sky in might be a little bench or puddle or whatever, in a much larger area.

by Risen » Wed Jun 28, 2006 10:39 am

Fair enough.

I never thought it would be practical!

by Graf Zahl » Wed Jun 28, 2006 10:33 am

Maybe. But I don't trust Doom's movement code enough.

by Risen » Wed Jun 28, 2006 10:20 am

Would it be possible to allow Z-travel upward in a sky sector until it hit the side of the sector? You'd need a special case for straight upward on nograv missiles, but it would create expected behavior in more situations.

Of course, it would probably be nightmarish to code... I have no experience in that sort of work.

Just a thought.

by Graf Zahl » Wed Jun 28, 2006 4:03 am

The sky bouncing behavior will stay as it is but I changed the handling for horizons that the missile disappears instead of bouncing off.

by Enjay » Wed Jun 28, 2006 3:38 am

Either way, you usually don't get the effect you want. If you are aiming upward with the grenade it's usually because you want to lob it further, or over something - which is slightly different to other projectiles that you do not expect to come back down. If, when you do aim the grenade up, it hits the sky/ceiling unexpectedly, disappearing looks weird and bouncing off and falling closer than expected also looks a bit strange and can be dangerous too. Exploding on the sky would be worst of all, of course.

I have no strong preference, but I think I lean towards the current behaviour. To me it looks less odd than the grenade just vanishing (that's like a cartoon where someone throws something up and it never comes down) even though it may pose an increased danger.

by edward850 » Wed Jun 28, 2006 2:50 am

not rly, and it also helps if your in low sectours with a sky texture and a granade launcher

by Jimmy » Wed Jun 28, 2006 2:45 am

I looks weird if it bounces off a sky anyway IMO.

by edward850 » Wed Jun 28, 2006 1:14 am

if im not to late to say anything, i think that they should bounce ONLY on a sky, a wall with Line_Horizon on it would make it waird if it bounced off.

by Graf Zahl » Mon Jun 26, 2006 2:26 pm

I don't think so.

by Jimmy » Mon Jun 26, 2006 11:55 am

There should be an ACS/MAPINFO function/cvar or something you can change in-game or for a certain level, that either makes a sky for a certain level (or sector, even :shock:) "bouncy" or not. :wink:

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