When firing the chaingun in recent remaster WADs, I notice the flash frames (especially CHGFA) are desync with barrels' rotation:
It's kinda more noticeable if I use a simple skin replacement WAD (Doom_0.4_Alpha_MG.zip, check the muzzle when firing).
If I change their duration to match Fire state in weaponh.txt, the desync is gone:
Flash:
CHGF A 4 BRIGHT A_Light1 // was 5
CHGF A 0 BRIGHT A_JumpIfNoAmmo(2)
CHGF B 4 BRIGHT A_Light2 // was 5
TNT1 B 0 BRIGHT A_Light0
But I'm not sure why in vanilla Doom (or in the base zscript) longer duration of flash frames doesn't cause desync.
EDIT: OK, actually there is, just barely noticeable when out of ammo right after the first of two shots (player has an odd number of bullets).
Flash:
CHGF A 5 Bright A_Light1;
Goto LightDone;
CHGF B 5 Bright A_Light2;
Goto LightDone;
When firing the chaingun in recent remaster WADs, I notice the flash frames (especially CHGFA) are desync with barrels' rotation: It's kinda more noticeable if I use a simple skin replacement WAD (Doom_0.4_Alpha_MG.zip, check the muzzle when firing).
If I change their duration to match Fire state in
weaponh.txt
, the desync is gone:But I'm not sure why in vanilla Doom (or in the base zscript) longer duration of flash frames doesn't cause desync. EDIT: OK, actually there is, just barely noticeable when out of ammo right after the first of two shots (player has an odd number of bullets).