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Comments (4)

coelckers avatar coelckers commented on July 18, 2024

I can't say without more information, like the code you use. The particle timing math is not the most precise, though - some combinations just do not work right due to roundoff errors.

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 avatar commented on July 18, 2024
Actor L50Beacon : BulletPuff
{
   var int user_i;
   var int user_n;

   VSpeed 0

   +PUFFONACTORS
   +BLOODLESSIMPACT
   -BLOODSPLATTER

   States
      {
      Spawn:
         TNT1 A 35 NODELAY
         {
            user_n = 88;
            for(user_i = 1; user_i <= 360; user_i++)
            {
               A_SpawnParticle("Green", SPF_RELATIVE | SPF_FULLBRIGHT, 210, 16, user_i, 512, 0, -28);
            }
         }
      RainDownHell: 
         TNT1 A 2
         {
            if(user_n)
            {
               A_SpawnItemEx("L50Fireball", random(0, 512), 0, ceilingz - 32, 0, 0, -32, random(1, 360));
               A_SpawnItemEx("L50Fireball", random(0, 512), 0, ceilingz - 32, 0, 0, -32, random(1, 360));
               user_n--;
            }
            return A_JumpIf(!user_n, "Null");
         }
         Loop
      Crash:
         Stop
      Melee:
         Stop
      }
}

This is it, pretty much. Lifetime just doesn't go above ~175 tics. It looks as if it's capped. I believe that might be a separate issue, as it's like that regardless of fadestepf.

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coelckers avatar coelckers commented on July 18, 2024

The math in the particle code was particularly shoddy, using bytes for both translucency and lifetime which just caused some precision issues with your precise values. Changing those to floats fixed the problem.

It was just the totally wrong way to save some memory.

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MajorCooke avatar MajorCooke commented on July 18, 2024

Just pointing out that you had changed this in the maint branch but not master.

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