Chaos Serpent's in HeXen don't attack correctly
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Chaos Serpent's in HeXen don't attack correctly
The Chaos Serpent's in HeXen don't attack correctly in ZDoom. In ZDoom their fireball is incorrectly aimed directly at the players centre rather than being offset by the above centre spawn position of the fireball.
- TheDarkArchon
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Re: Chaos Serpent's in HeXen don't attack correctly
IIRC, this was deliberate as the original programming meant the serpents were missing anything shorter than the original Hexen player classes, including custom classes.
Re: Chaos Serpent's in HeXen don't attack correctly
If thats true, its a poor reason to change the original behavior. If modders want a shorter player class, then they can add a new Chaos Serpent with DECORATE and offset its attack however they want to.
- Graf Zahl
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Re: Chaos Serpent's in HeXen don't attack correctly
This was changed because it was creating more problems than just that. Most importantly, the broken way Hexen used prevents them from hitting crouched players, which is a critical issue.
Re: Chaos Serpent's in HeXen don't attack correctly
What were those critical problems, if I may ask?
Re: Chaos Serpent's in HeXen don't attack correctly
Graf Zahl wrote:the broken way Hexen used prevents them from hitting crouched players, which is a critical issue.
Re: Chaos Serpent's in HeXen don't attack correctly
It surely should not matter if the Chaos Serpent can't shoot a crouched player (i.e. the missile always goes over the players head) as the original game had no crouching. The Serpent also can't shoot a pig player or bad guy, but that is surely a feature of the original game.
- wildweasel
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Re: Chaos Serpent's in HeXen don't attack correctly
Graf Zahl wrote:This was changed because it was creating more problems than just that.
Re: Chaos Serpent's in HeXen don't attack correctly
I disagree. Having 1 (er 2?) monsters that cannot hit crouched players when all others can is silly. OK, crouching was not in the original game but as a Zdoom feature, it should be properly supported (and is).Reuben Drishchedge wrote:It surely should not matter if the Chaos Serpent can't shoot a crouched player (i.e. the missile always goes over the players head) as the original game had no crouching. The Serpent also can't shoot a pig player or bad guy, but that is surely a feature of the original game.
Also, this issue used to cause problems when Chaos serpents were imported into games other than Hexen (before it was possible to redefine them via DECORATE) and it could also cause problems with redefined players in Hexen.
The original system is the result of lazy or crude code anyway and, as soon as you became aware of it, it just seemed silly and an obvious kludge just to get the serpent's fireball to match up with the height of his mouth whilst sacrificing the logical functionality of the behaviour. Zdoom does it better and with the extra freedom allowed in Zdoom, the improvement is essential IMO.
- Graf Zahl
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Re: Chaos Serpent's in HeXen don't attack correctly
Enjay wrote: The original system is the result of lazy or crude code anyway and, as soon as you became aware of it, it just seemed silly and an obvious kludge just to get the serpent's fireball to match up with the height of his mouth whilst sacrificing the logical functionality of the behaviour. Zdoom does it better and with the extra freedom allowed in Zdoom, the improvement is essential IMO.
The interesting thing here is that Doom 2 faced the same problem with the Revenant but guess what: Id found a solution that produces correct results.
Re: Chaos Serpent's in HeXen don't attack correctly
I had a sneaking suspicion/recollection that the revenant had a similar issue.Graf Zahl wrote:The interesting thing here is that Doom 2 faced the same problem with the Revenant but guess what: Id found a solution that produces correct results.
Wasn't the original mechanism something like the fireball was spawned at the normal default height then instantly raised to appear at shoulder height?
- Graf Zahl
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Re: Chaos Serpent's in HeXen don't attack correctly
No. That's the mistake Hexen made.
Doom2 did it the other way around: It raised the revenant's z-position, spawned the missile and lowered him again. As a result the aim was calculated correctly.
Doom2 did it the other way around: It raised the revenant's z-position, spawned the missile and lowered him again. As a result the aim was calculated correctly.