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Okay so I did the first one first, which was checking E4M9 on UDINO and, assuming you're talking about the two masterminds in the lava that shoot up at you near the entrance after you return, I could shoot them just fine with the BFG. See very poorly compressed video here https://files.catbox.moe/k46pvn.webm :^)

I also noticed a detail of the thing about trying to shoot the cyberdemon and hitting the caco, technically you should have hit both due to the way the gun works. If those two were the only things onscreen and only one was hit, somehow the BFG must have not seen a valid line to shoot the cyberdemon. I'd be very curious to know exactly where that happened, because I tried to find situations that could break the raycast aim check but it seemed very solid. If it turns out it's malfunctioning, I'll remove it right away until I can fix it.

Anyhow, time to see if I can make a Scythe 2 patch now.

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No, the BFG worked fine on E4M9.

It worked hard on E4M8 at the moment with Spider Masterminds (Right along the way). It seems like they were right in my sights, but something prevents the BFG from firing. Perhaps it's not even your fault, but the creators of "UDINO" (There may still be bugs).

And what about the Cacodemons and Cyberdemons was on "E3M7: Limbo" at the very end of the Map with a bunch of Pinky, Barons, Cacodemons and Cyberdemons (Yes, this is crazy! I know!). Although, if we take into account the mess going on there, it is not surprising that the BFG Balls can fly the wrong way. There were, of course, such cases somewhere else on other Levels, but I will not name them, since I did not remember.

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Okay, I'll investigate those a bit more tomorrow to see if I can figure out what was going on. Specifically I'm worried about the unshootable stuff more than the target selection for now. The selection algorithm isn't perfect, but having a slightly illogical target selection in a mess of demons is a lot less bad than not being able to shoot them at all :^)

Ideally, I'll figure out something for both issues. Maybe I can add some weighting for aim offset as well, so it preferentially shoots things near the center of the screen.

(+1)

So there was indeed a bug in the BFG aiming that you could see on that map, basically the raycast was shooting too low due to me failing to factor in the target actor height when doing a LineTrace. Anyhow, I've fixed it on my end, mostly. There is a sweet spot where you can accidentally shoot a wall if you're at the right incline/decline so I'm going to try to resolve that before releasing a hotfix. I'll also see about the FOV-offset target prioritization thing, but if that needs a lot of tweaking I'll patch this first then work on it since this is a more pressing issue.

Very good bug catch, thanks.