when I played duke3d (and I played it long and often - thanks to you for making it possible! :wink: ) a nice way to discover secret doors was it, to simply run along a wall and shoot. There were no bulletholes if you shoot at a moveable sector like a door, elevator a.s.o. The question is simple, but I really wondered about it since i noticed it for the first time. What's the reason about that ?
greetingz
Cpp_Junky
Awesoken at
When Todd Replogle first programmed the bullet holes (and/or wall mines), he allowed them to stick to any wall. Surely on his first compile, he noticed a problem with sprites floating in air as the wall behind it moved. He didn't fix it right away though - allowing the rest of the team to ponder the issue. Eventually, a decision had to be made. Either the sprites would have to be animated along with the walls, or they would have to be disabled from sticking to these walls. While a fancy animation system would have been a fun challenge, the team decided to not waste Todd's time on this and instead take the easy route, which was simply disabling sprites from sticking to moving walls.
Kyoufu Kawa at
That's something I and my advisors have pondered over before, after seeing multiple bullet holes where a door in Unkillable was moments ago.
I should write that down.
GothOtaku at
Couldn't you just leave the bullet holes and such but when the door moved the holes disappeared instead?
Awesoken at
It's a matter of time and effort, not whether it's possible. Making bullet holes disappear when a door / subway moved would be nearly as difficult as writing the animation system itself. It would also look bad.
Kyoufu Kawa at
Hmmm... here's my idea. I have this wooden door, and the player fires at it.
Have some kind of wood chipping particle thingy effect spawn at the hitpoint and skip the bullet hole thing. No floating bullet holes and still an impression of having hit the door. Eh? Eh?
Edit: the woodchip thing would go for anything with that texture (and then some), regardless of door-being.
Cpp_Junky at
As far is I know, this is the exact behavior of a movable sector if you shoot at it.
ok, not the flying debris but I think I remember some kind of animation shown there when a bullet hits such a wall.