[Won't change] Splash damage thrust discrepancy in godmode

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Splash damage thrust discrepancy in godmode

Postby Gez » Thu Aug 02, 2012 9:33 am

The flag PLAYERPAWN.NOTHRUSTWHENINVUL is not checked in AActor::DoSpecialDamage(), preventing a cheater from accomplishing the E3M6 rocket jump in the secret exit.
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Re: Splash damage thrust discrepancy in godmode

Postby Ethril » Sun Aug 05, 2012 11:42 am

Although, if someone is cheating anyway, they might as well just noclip into there. :P
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Re: Splash damage thrust discrepancy in godmode

Postby Gez » Sun Aug 05, 2012 11:47 am

The thing is that there is a discrepancy between IDDQD and IDBEHOLDV, one that shouldn't be there. Use IDDQD and IDCLEV36 in any other source port, and you'll be able to rocket yourself into the secret exit box. ZDoom deviates from the original there, because of changes introduced by Hexen, changes which led to the addition of the NOTHRUSTWHENINVUL player flag, flag which is not used here so it is made a bit pointless.

It's literally a ten second fix.
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Re: Splash damage thrust discrepancy in godmode

Postby randi » Sun Aug 05, 2012 3:57 pm

On the other hand, since it only happens when you're cheating, does it really matter? God mode isn't invulnerability; it's godliness.
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Re: Splash damage thrust discrepancy in godmode

Postby Gez » Sun Aug 05, 2012 4:05 pm

Well, you'll still get threads like this if you leave it as-is.
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Re: Splash damage thrust discrepancy in godmode

Postby Enjay » Sun Aug 05, 2012 5:35 pm

Personally, I prefer the cheat to have reduced knock back but I wouldn't lose any sleep it it was changed.
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Re: Splash damage thrust discrepancy in godmode

Postby randi » Sun Aug 05, 2012 5:38 pm

What about a compromise where self-inflicted damage can knock you around, but damage from other sources does not?
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Re: Splash damage thrust discrepancy in godmode

Postby Blox » Sun Aug 05, 2012 7:23 pm

Or perhaps make it a compatibility flag?
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Re: Splash damage thrust discrepancy in godmode

Postby Xtyfe » Sun Aug 05, 2012 7:29 pm

randi wrote:What about a compromise where self-inflicted damage can knock you around, but damage from other sources does not?


I personally like this idea, although it wouldn't exactly be realistic by any means :P On the other hand neither is godmode
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Re: Splash damage thrust discrepancy in godmode

Postby Gez » Mon Aug 06, 2012 12:28 am

Blox wrote:Or perhaps make it a compatibility flag?

No need to, you can instead make a console cheat to give yourself the nothrust flag.
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Re: Splash damage thrust discrepancy in godmode

Postby Enjay » Mon Aug 06, 2012 4:41 am

Gez wrote:No need to, you can instead make a console cheat to give yourself the nothrust flag.

That sounds like a better compromise to me. Everyone wins. :)
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Re: Splash damage thrust discrepancy in godmode

Postby ReX » Sun Aug 12, 2012 10:14 pm

Gez wrote:The thing is that there is a discrepancy between IDDQD and IDBEHOLDV, one that shouldn't be there. Use IDDQD and IDCLEV36 in any other source port, and you'll be able to rocket yourself into the secret exit box. ZDoom deviates from the original there, because of changes introduced by Hexen, changes which led to the addition of the NOTHRUSTWHENINVUL player flag, flag which is not used here so it is made a bit pointless.

It's literally a ten second fix.

Judging by Randy/i's efforts to strike a compromise, perhaps it isn't a 10-second fix? Still, I don't follow why the NOTHRUSTWHENINVUL player flag can't be limited to HeXen maps but removed from those of other games. In the end though, for my purposes this discussion is academic. Once the explanation presented itself I figured that if someone was using the IDDQD cheat, all bets were off. [Aside from the fact that a player using the cheat, who is unable to rocket-thrust to the desired area and doesn't know of this ZDooM 'limitation', will naturally blame the author of such a shitty piece of thoroughly un-playtested garbage.]

randi wrote:God mode isn't invulnerability; it's godliness.

What's the difference, in the context of game-play? Does IDDQD confer attributes other than invulnerability?
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Re: Splash damage thrust discrepancy in godmode

Postby Enjay » Mon Aug 13, 2012 5:58 am

I suspect that the difference is legitimacy: invulnerability can be gained in game and what happens when you have it is part of the game play; god mode is a cheat that you use to test maps and, perhaps, the different behaviour is desirable under those circumstances. (As I said, I like the reduced thrust of god mode because I find it useful in testing but if it changes, I wouldn't be particularly bothered.)
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Re: Splash damage thrust discrepancy in godmode

Postby NeuralStunner » Mon Aug 13, 2012 1:22 pm

I typically use Buddha Mode in testing simply because it's the most "legit" without actually dying and having to use Resurrect. (Which in the case of A_SkullPop doesn't even work.)
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Re: Splash damage thrust discrepancy in godmode

Postby Project Dark Fox » Mon Aug 13, 2012 9:24 pm

NeuralStunner wrote:I typically use Buddha Mode in testing simply because it's the most "legit" without actually dying and having to use Resurrect. (Which in the case of A_SkullPop doesn't even work.)

Or waiting too long when you break into chunky chunks of ice.
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