[Increased] Hitscan Limited Range
Moderator: GZDoom Developers
Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
Hitscan Limited Range
I've noticed on levels with really big rooms that hitscan weapons can only travel a certain distance, after which, the bullet just disappears. This might make sense for weapons like the chaingun, but I've made a sniper rifle that uses hitscan, and it's pretty stupid when the bullet just stops and doesn't do that long range kill that I really want. Is this Fixable?
- wildweasel
- Posts: 21706
- Joined: Tue Jul 15, 2003 7:33 pm
- Preferred Pronouns: He/Him
- Operating System Version (Optional): A lot of them
- Graphics Processor: Not Listed
- Contact:
Yes, I noticed this some time ago, and paced out the range of a hitscan weapon as around a surprisingly short 2048 units. Makes sniper rifle mods a bit dull in big levels, especially if you are using console commands to Zdoom in on your target. You can see the enemy as clear as day, but he walks around immune to your shots.
I asked a few times on the old forum if the range could be extended, but presumably there is a problem with doing it as it never happened. FYI, the railgun has a much longer range, and so makes a very effective sniper weapon.
I asked a few times on the old forum if the range could be extended, but presumably there is a problem with doing it as it never happened. FYI, the railgun has a much longer range, and so makes a very effective sniper weapon.
Yes, railguns have infinite range, and since it is essentially a hitscan weapon with a fancy particle display, I don't see why normal hitscan weapons' limited range cannot be changed. Very strange, huh?Enjay wrote:FYI, the railgun has a much longer range, and so makes a very effective sniper weapon.
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
- Ultraviolet
- Posts: 1152
- Joined: Tue Jul 15, 2003 9:08 pm
- Location: PROJECT DETAILS CLASSIFIED.
Heh, it's not a compatibility option you're asking for, it's a new feature.Zell wrote:lol i saw, didnt want to pick on it =p
but randy, i agree. You should make this a compadibility option. i did this once in one of my
*thank god* never realised maps. I know like nothing about the previuos versions of zdoom so i dun if this has been asked before for previous versions or anything =p

I can understand how Doom could have such a limited (by today's standards) range on hitscan. Keep in mind with no zoom function and all of the hitscan weapons (pistol, shotguns, chaingun) meant to be used as close range, I could see how they might decide to limit its range to improve game speed.
I can also understand why it would be a good idea to lift that restriction now that zooming is possible, sniper rifle mods are a reality, and levels can be much, much bigger without stressing or breaking the engine. If it's not possible to make it infinite ranged, I would suggest something pretty darn high, somewhere on the order of 16k units at least. I can't see it really lessening performance on today's machines.
The only compatibility option we'd have to worry about is the one that reinstates the 2048 unit limit.

Note the words "at least" in my previous post.Graf Zahl wrote:Why limit it to 16k? The absolute maximum a Doom level can have is 64k. Although you will run into major problems before that due to internal overflows in calculations. The maximum safe size for a Doom level is probably 32k units so why not go all the way?
