[Fixed] Weird occurences

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Topic review
   

Expand view Topic review: [Fixed] Weird occurences

by Cyb » Sat Nov 15, 2003 6:36 pm

steve: well I was actually under the impression that the arch vile flame was more of a monster than a projectile that was spawned over the target, but going by the source randy just posted (which I never bothered to check on myself, doh) that's not correct anyways. double doh

by randi » Sat Nov 15, 2003 5:10 pm

To quote the original Doom source code:

Code: Select all

    if ( (!target->threshold || target->type == MT_VILE)
	 && source && source != target
	 && source->type != MT_VILE)
    {
	// if not intent on another player,
	// chase after this one
	target->target = source;
	target->threshold = BASETHRESHOLD;
	if (target->state == &states[target->info->spawnstate]
	    && target->info->seestate != S_NULL)
	    P_SetMobjState (target, target->info->seestate);
    }
What that means is that when the Archvile is the target of an attack, it will always retaliate, and if the Archvile is the attacker (the source), the victim will never retaliate against it.

by HotWax » Sat Nov 15, 2003 4:06 am

Cyb wrote:
HotWax wrote:Actually you just reminded me of a special case coded in which prevents ANY monsters from getting mad at an archvile. So I guess there are two enemies, heh.
actually if I recall correctly when an arch-vile attacks another monster it's actually it's flame thing doing the attacking, so if whoever it's attacking does get pissed it will get mad at what's attacking it, which would be the flame, and since the flame goes away (dies) a second later, then the hurt monster thinks it has triumphed and the archie can continue pounding away at him unscathed
Possibly, but other monsters use projectile attacks and the target has no trouble tracing that back to its source. :)

by Cyb » Sat Nov 15, 2003 12:04 am

HotWax wrote:Actually you just reminded me of a special case coded in which prevents ANY monsters from getting mad at an archvile. So I guess there are two enemies, heh.
actually if I recall correctly when an arch-vile attacks another monster it's actually it's flame thing doing the attacking, so if whoever it's attacking does get pissed it will get mad at what's attacking it, which would be the flame, and since the flame goes away (dies) a second later, then the hurt monster thinks it has triumphed and the archie can continue pounding away at him unscathed

by randi » Fri Nov 14, 2003 7:45 pm

Use3d wrote:Having text problems with dehacked patches in 2.0.52. Patches with custom level names on the map aren't changing and intermission text is also unchanged.
Fixed. Now what were the other bugs reported in this topic, again?

by Nanami » Thu Nov 06, 2003 12:00 am

If you add the sprites to the wad and then either use a script or a summon command to add "ArtiBlastRadius," you can use it. ZooM has the disc of repulsion in it. It's pretty fun.

by HotWax » Wed Nov 05, 2003 11:44 pm

Patriot1776 wrote:How the heck do you get 'discs of repulsion' in Doom?

This doesn't seem possible!!!!
Something like "Summon ArtiDisc" I'd guess.

by Anonymous » Wed Nov 05, 2003 10:28 pm

How the heck do you get 'discs of repulsion' in Doom?

This doesn't seem possible!!!!

by HotWax » Wed Nov 05, 2003 9:58 pm

Use3d wrote:Having text problems with dehacked patches in 2.0.52. Patches with custom level names on the map aren't changing and intermission text is also unchanged. Other text isn't affected, like item pickup messages. This worked fine in 2.0.41 (I was using this until I updated ;).
Let me help you out there...

Click here >>>Image<<<

by Use3d » Wed Nov 05, 2003 8:24 pm

Having text problems with dehacked patches in 2.0.52. Patches with custom level names on the map aren't changing and intermission text is also unchanged. Other text isn't affected, like item pickup messages. This worked fine in 2.0.41 (I was using this until I updated ;).

by Malphas » Sun Nov 02, 2003 2:49 am

As far as I noticed, with every time I start a new level and switch weapons after the screen transition (I have mine set on Crossfade, btw) the weapon HUD sprite immediately is at the default ready position. Only for a fraction of a second would I see the weapon sprite looking any different (i.e. lowered).

As far as I recall in all the previous incarnations, even with the rapid weapon select feature the game animates the player bringing the weapon to the ready position. Also, and enemy sprites present in the screen seem to jerk slightly forward in their paths, ready to hunt me down. I barely noticed any difference in any pick-up sprites, though...

If anything, it's just a minor quirk I noticed. Perhaps it's my system setup... :?

Re: Weird occurences

by randi » Sat Nov 01, 2003 8:45 pm

Malphas wrote:Also, upon level start-up the player weapon sprite (no matter what weapon it is) "pops" up to view, in the uncapped FPS setting.
What do you mean by "'pops' up?" This is one of the few things that isn't affected by the uncapped framerate.

by Malphas » Sat Nov 01, 2003 8:39 pm

Which then led to the greatest grudge match in WWE HISTORY!!!11

...

...

... Okay maybe not, but it was fun watching it. :P

At any rate, I still think it'd be fun to watch a huge battle royale of Archviles or Cyberdemons. I'll be waiting for that to happen.

by randi » Sat Nov 01, 2003 3:53 pm

Malphas wrote:And HotWax, if I recall correctly... this bizarre phenomenon was fixed in retail Doom v1.666. From then on, only monsters of different species could attack and eliminate each other
This only applies if they are hit by a projectile attack. Instead of doing damage, the projectile will just disappear without hurting the thing it hit if it's the same species. Since no damage is done, the thing that was hit doesn't get mad at its "brother."

In your case, the damage was dealt by a barrel. The Baron that was hurt sees who made the barrel blow up and thinks to himself, "He made that barrel blow up, and it hurt me. Now I must hurt him in return."

by HotWax » Sat Nov 01, 2003 3:48 pm

Hirogen2 wrote:
HotWax wrote:How did you get them to fight?
Hm... it could be possible with Thing_Hate().
Thanks, Capt. Obvious, but I'm pretty sure we covered that one.

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