Lop-sided bossbrain explosions

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Expand view Topic review: Lop-sided bossbrain explosions

Re: Lop-sided bossbrain explosions

by Enjay » Sat Apr 28, 2012 5:12 am

Yes, I think that's the kind of idea. If the actor being spawned could be specified, it could be used for much more too. eg Imagine a short distance and a fairly narrow spread to create a wall of small particles spawning in front of an actor when it has its reflective electro-shield active.

Re: Lop-sided bossbrain explosions

by printz » Sat Apr 28, 2012 1:33 am

Something for big bad explosions, akin to Killough's A_Mushroom, but using a different pattern?

Re: Lop-sided bossbrain explosions

by Snarboo » Fri Apr 27, 2012 9:04 pm

I have to agree, I'd like to see a generic version of this too.

Re: Lop-sided bossbrain explosions

by Enjay » Fri Apr 27, 2012 5:03 pm

Gez wrote:I wonder if there would be some merit into making [wiki]A_BrainScream[/wiki] into a parameterized function, so that people can fix this if so they want with a simple actor replacement.

Something like A_BrainScream(distance = 320, left = 196, right = 320, step = 8, heightbase = 128, heightrange = 512, flags = 0, scream = "brain/death"); with flags for relative angle (use actor's facing rather than south) and relative height (instead of absolute values).

Probably not really worth the effort given [wiki]ACS[/wiki] exists.
Actually, I have kind of wanted a customisable version of this for some time. The fact that the explosions are always spawned a fixed distance (320?) to the south of the actor severely limits its usefulness in maps. It would be nice to see a decorate function for it and I would also suggest adding the ability to specify which actor to spawn too.

Yes, it can be done in ACS and I suppose that it could also be done pretty much in DECORATE too with existing features - particularly if you just want to have an effect built into the map like MAP30 - but I do feel that an actor with most of the work done already could be a very useful thing for DECORATE modders and mappers alike. Of course, I certainly wouldn't expect it to be something to be added as a priority.

Re: Lop-sided bossbrain explosions

by Gez » Fri Apr 27, 2012 4:26 pm

I wonder if there would be some merit into making [wiki]A_BrainScream[/wiki] into a parameterized function, so that people can fix this if so they want with a simple actor replacement.

Something like A_BrainScream(distance = 320, left = 196, right = 320, step = 8, heightbase = 128, heightrange = 512, flags = 0, scream = "brain/death"); with flags for relative angle (use actor's facing rather than south) and relative height (instead of absolute values).

Probably not really worth the effort given [wiki]ACS[/wiki] exists.

Re: Lop-sided bossbrain explosions

by Graf Zahl » Fri Apr 27, 2012 3:35 pm

printz wrote:
Graf Zahl wrote: Besides, correct or not, you do not change things like this - in particular you do not call such a change a 'fix'. :mrgreen:
Well, didn't ZDoom start its lifetime by doing exactly this sort of fixes?

There were a few of this kind. Fortunately I was able to revert some before they could cause any damage.

I guess the biggest issue in this regard is the plasmabump issue - and that was clearly unintentional.

Re: Lop-sided bossbrain explosions

by Gez » Fri Apr 27, 2012 3:12 pm

[wiki=Version history]Not really, no[/wiki].

Re: Lop-sided bossbrain explosions

by printz » Fri Apr 27, 2012 2:46 pm

Graf Zahl wrote: Besides, correct or not, you do not change things like this - in particular you do not call such a change a 'fix'. :mrgreen:
Well, didn't ZDoom start its lifetime by doing exactly this sort of fixes?

Re: Lop-sided bossbrain explosions

by Graf Zahl » Fri Apr 27, 2012 11:35 am

EDGE is not Doom. They changed lots of things and most of the code isn't even recognizable anymore. It wouldn't surprise me the least that they just threw away the old code without ever looking and implemented something different. If you look closer, it's not the only functional difference.

Besides, correct or not, you do not change things like this - in particular you do not call such a change a 'fix'. :mrgreen:

Re: Lop-sided bossbrain explosions

by Enjay » Fri Apr 27, 2012 10:40 am

Presumably whoever changed the code in EDGE already discovered it.

Re: Lop-sided bossbrain explosions

by Edward-san » Fri Apr 27, 2012 7:25 am

Someone should make a new thread on doomworld forum! :D

Re: Lop-sided bossbrain explosions

by Xtyfe » Thu Apr 26, 2012 8:25 pm

Interesting, a new vanilla bug has been discovered :D

Re: Lop-sided bossbrain explosions

by Gez » Thu Apr 26, 2012 5:34 pm

It's not an error made by the Boom guy and imitated by everybody except EDGE. It's an error made by Id Software and fixed only by EDGE.

Vanilla code:

Code: Select all

void A_BrainScream (mobj_t*	mo)
{
    int		x;
    int		y;
    int		z;
    mobj_t*	th;
	
    for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8)
    {
	y = mo->y - 320*FRACUNIT;
	z = 128 + P_Random()*2*FRACUNIT;
	th = P_SpawnMobj (x,y,z, MT_ROCKET);
	th->momz = P_Random()*512;

	P_SetMobjState (th, S_BRAINEXPLODE1);

	th->tics -= P_Random()&7;
	if (th->tics < 1)
	    th->tics = 1;
    }
	
    S_StartSound (NULL,sfx_bosdth);
}
So, Choco, PrBoom+, vanilla, Mocha, Doomsday, even Terminal Doom for Doomguy's sake will exhibit the same behavior.

Re: Lop-sided bossbrain explosions

by Enjay » Thu Apr 26, 2012 5:02 pm

Chocolate, PRBoom, yes it seems to be happening in both of them. Vanilla, I think so but can't be sure.

Re: Lop-sided bossbrain explosions

by Edward-san » Thu Apr 26, 2012 4:54 pm

Interesting...it happens also in chocolate-doom and prboom. DOOM2.EXE?

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