Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

i-beam too small #1492

Open
x3003 opened this issue Oct 27, 2024 · 2 comments
Open

i-beam too small #1492

x3003 opened this issue Oct 27, 2024 · 2 comments

Comments

@x3003
Copy link

x3003 commented Oct 27, 2024

In c3m5_b, this i-beam is too small compared to the others.

Screenshot_Doom_20241027_103558

Normal size:

Screenshot_Doom_20241027_103611
Screenshot_Doom_20241027_103653

@hawkwind3
Copy link
Contributor

hawkwind3 commented Oct 28, 2024

With your small one, I got a big one ...

ibeam_random

And here is the code from scripts\actors.debris.zs from line 425

class DebrisGirder : DebrisBase
{
Default
{
//$Title Debris - Girder
Radius 116;
Mass 300;
DebrisBase.VariantCount 3;
DistanceCheck "boa_scenelod";
}

override void PostBeginPlay()
{
	Super.PostBeginPlay();

	if (!bWasCulled) { scale *= FRandom[Debris](0.5, min(maxscale, 2.5)); }
}

}

If I understand this correctly, an I'm no coder, is that the girder can be half size or 2.5 times the size. Random.

Then there is this from line 402 ...

class DebrisBeam : DebrisBase
{
Default
{
//$Title Debris - Wooden Beam
Radius 128;
Mass 150;
DebrisBase.VariantCount 5;
DistanceCheck "boa_scenelod";
}

override void PostBeginPlay()
{
	Super.PostBeginPlay();

	if (!bWasCulled)
	{
		scale.x *= FRandom[Debris](0.75, maxscale);
		scale.y *= FRandom[Debris](0.5, maxscale);
	}
}

}

... makes me wonder ...

@x3003
Copy link
Author

x3003 commented Nov 15, 2024

Maybe limiting it to 0.8 - 1.6 is a bit more viable ?

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants