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DoomSpud

Spark spawners and swimmable water... odd results...

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Ok, so one of the maps in the WAD I'm working on has a heap of flooded and swimmable sections, corridors etc. One of these corridors I placed a spark spawner (the one from Realm667) in the corridor ceiling above the water level of the swimmable sector... all good. Then I went and playtested it and stumbled upon the oddest thing...

Screenshot_Doom_20190302_174622.png.51a5ec4e6ccd4f42263448ef4e9c5805.png

Screenshot_Doom_20190302_174645.png.bd97b7be62d3a4494021130650fccd55.png
 

The sparks don't disappear once they fall into the swimmable sector... they just float... and multiply exponentially with every spark burst... the water just kept filling up with sparks... and my system starting getting reeeeeeeeeeeaaaaaally reeeeeeaaaaally slllllloooooooowwwwwwwwwwwwwwwwww.... LOL!

I found it highly amusing... and had to remove the spark spawner lol

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The spark spawners from Realm667 are implemented as "missiles". So the sparks disappear after colliding, just like a normal missile would. In your case being afloat in water prevents them from colliding, thus they never disappear.  You could use a different approach, as seen in eg. Enjay's "Waterlab" level. There the sparks disappear after fading away, which would still work in your setting.

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19 minutes ago, Mordeth said:

The spark spawners from Realm667 are implemented as "missiles". So the sparks disappear after colliding, just like a normal missile would. In your case being afloat in water prevents them from colliding, thus they never disappear.  You could use a different approach, as seen in eg. Enjay's "Waterlab" level. There the sparks disappear after fading away, which would still work in your setting.


Makes sense. A modification to the spawner's DECORATE script correct?

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