Deathifier wrote: ↑Sun, 29. Aug 21, 16:11
it is possible the reference somehow got messed up on a non-Steam build
That's my guess too, it certainly wouldn't be the first time.
Deathifier wrote: ↑Sun, 29. Aug 21, 16:11
I think all beams besides the PBC use the PALC-style effects
They do, reference in TBullets confirms this observation.
Deathifier wrote: ↑Sun, 29. Aug 21, 16:11
I think the damage issue has been addressed, but not whatever is causing the lighting effect to behave like it does.
Indeed. The lighting effect is clearly still horribly broken.
I'm not sure if it's related to the damage issue you mention, but now that I can see the beams properly I notice that the turret AI doesn't actually fire
any of the beam weapons on target - rather it's a spread around the target point. This heavily nerfs their instant-hit nature, and makes damage output WRT fighters pretty disappointing. Doubly so as the PALC in particular is advertised as an anti-fighter weapon.
Deathifier wrote: ↑Sun, 29. Aug 21, 16:11
As for alternative options, using the PBC effect would be my suggestion too, but change its colour so it doesn't look the same as the PBC.
As all the editing tools are both extremely old and very windows-only, I really don't think I have the motivation to go editing the effect itself.
I think I'll settle for the non-blinding, non-framerare-raping beams that little text edit got me for the moment... It'd sure be nice if I didn't have to, ya know,
fix the damn game myself though. I mean this thing is at version 1.2 "final release" and all.
FWIW, bullet_PlasmaBeam is actually blue/white in my game, I don't have a non-borked copy of that cat file to look at right now, so I'm not sure what the correct reference is for the red beam you mention.
Anyhow, vOv I guess. It werks now. Blue is fine.
Now, If I can just figure out how to keep those bloody xenon Ks out of Freedoms Reach for 5 minutes at a stretch, I might actually get something done.