Editing Talk:Phantom fireball explosions

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: Your last hypothesis is reasonable, though I seem to remember it happening on MAP16 as well.  The next time it shows up in one of my walkthroughs (as it occasionally has), I will certainly look for evidence with IDDT and report the result here.    [[User:Ryan W|Ryan W]] 02:57, 15 January 2007 (UTC)
 
: Your last hypothesis is reasonable, though I seem to remember it happening on MAP16 as well.  The next time it shows up in one of my walkthroughs (as it occasionally has), I will certainly look for evidence with IDDT and report the result here.    [[User:Ryan W|Ryan W]] 02:57, 15 January 2007 (UTC)
  
: Evidence, believe it or not!  Watch E1M2 in {{competnftp|doom/movie/e1fa2445.zip|this demo}}, turn on IDDT, and keep your eye on the entrance to secret #3 (the lower end of the green stairway leading to the chainsaw).  An imp shoots a fireball at the player, misses, and the projectile hits the west wall of the chamber — and passes right through!  Then, as the player is descending the staircase to the exit room, he hears the fireball hit a solid object.
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: Evidence, believe it or not!  Watch E1M2 in {{competnftp|doom/fast/e1fa2445.zip|this demo}}, turn on IDDT, and keep your eye on the entrance to secret #3 (the lower end of the green stairway leading to the chainsaw).  An imp shoots a fireball at the player, misses, and the projectile hits the west wall of the chamber — and passes right through!  Then, as the player is descending the staircase to the exit room, he hears the fireball hit a solid object.
  
 
: That ±32768 number has a bibliography, I know, but is there a simple explanation for why the impact would be heard at full volume, as in this case?  (Nothing actually strikes any of the walls near the player, even from the back.)  Does the distance calculation overflow somehow and wrap around to a small number, so the engine concludes that the point of impact is nearby?
 
: That ±32768 number has a bibliography, I know, but is there a simple explanation for why the impact would be heard at full volume, as in this case?  (Nothing actually strikes any of the walls near the player, even from the back.)  Does the distance calculation overflow somehow and wrap around to a small number, so the engine concludes that the point of impact is nearby?

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