[Changed] Bug: Shouldn't be able to "Walk Over" Holo De

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Expand view Topic review: [Changed] Bug: Shouldn't be able to "Walk Over" Holo De

by randi » Mon Nov 07, 2005 8:10 pm

I think the real "problem" is that in Strife, you do not step up on top of things. In Heretic/Hexen/ZDoom, you do. So it's really an unimplemented feature in Strife. "Fixing" it is easy: Just increase its height to 17, since the Strife guy can't step up things that high. But I don't really consider it a bug in ZDoom or Strife, just an implementation difference, so I won't label this "fixed."

by Deathlike2 » Sat Nov 05, 2005 1:07 am

Try to obtain a copy of svstrife. It has the best representation of what the device is supposed to do (except for taking damage if you are aiming at the hologram instead of the small device). No worries about DOS because it works in Windows.. however, it is still verry buggy as certain things don't seem to be implemented correctly.

Edit - link: http://doom.wikicities.com/wiki/SvStrife

Edit - a link to a version that worked better for me (slightly) - http://www.doomworld.com/idgames/?id=12945

by Kirby » Fri Nov 04, 2005 10:25 pm

.....what happened to the bug then? :|

by Enjay » Fri Nov 04, 2005 6:04 pm

I knew you'd pick me up on that. :P I should have been more specific. When I said "made 100% kills runs harder to verify" I should have said "it made it harder for me to verify whether I had actually killed all the enemies on a level when I was doing a full clearout run of a WAD". I knew about the Compet-N ruling, but it's pretty irrelevant to me.

All personal likes/dislikes, of course, but I prefer lost souls to be counted and it does strike me as probably being a laziness thing on id's behalf seeing as how they did used to count. However, if a compat option were introduced, I'd have no problem with it, I just wouldn't use it.

by HobbsTiger1 » Fri Nov 04, 2005 5:51 pm

Enjay wrote:...made 100% kills runs harder to verify and I'm glad that it's been fixed in Zdoom. :P
Enjay, the rest of what you said I can accept, but not take as my own opinion (I guess it has to do on how people stand when it comes to ports and stuff), but the bit I quoted, well, I hate to do this but...

<!>

The COMPET-N states that 100% kills is defined by killing every monster in the level at least once except lost souls (a couple levels have exceptions). In a port where lost souls are not counted as kills, the fastest way to tell is to look at the tally screen, then watch again for any extra archie kills. If anything its harder when lost souls are counted.

by Siggi » Fri Nov 04, 2005 5:35 pm

I slapped a big IMO on that statement for a reason.
But I was only saying that because of what Doomguy said... which still confuses me

by Enjay » Fri Nov 04, 2005 5:22 pm

HobbsTiger1 wrote:Still, we have gotten used to the fact that lost souls are not counted as kills! And IMO there should be a compat option for that. Because AFAIC its not a bug in vanilla.
I have never gotten used to the fact that lost souls do not count as kills. They used to in pre-1.666 versions and their counting as monsters was only removed when the Pain Elemental was introduced as an enemy. To me, it was always laziness/ a bug introduced with Doom2. It annoyed me, made 100% kills runs harder to verify and I'm glad that it's been fixed in Zdoom. :P

by HobbsTiger1 » Fri Nov 04, 2005 5:00 pm

Still, we have gotten used to the fact that lost souls are not counted as kills! And IMO there should be a compat option for that. Because AFAIC its not a bug in vanilla.

by Graf Zahl » Fri Nov 04, 2005 4:51 pm

Psycho Siggi wrote:The only thing I know of that has a +COUNTKILL flag in ZDoom which shouldn't (IMO) is the Lost Soul (for Doom2 anyway).

The only reason why the Lost soul wasn't COUNTKILL in Doom2 was because id's programmers were too lazy to implement a functioning monster counter.

by Siggi » Fri Nov 04, 2005 4:44 pm

The only thing I know of that has a +COUNTKILL flag in ZDoom which shouldn't (IMO) is the Lost Soul (for Doom2 anyway).

by Doomguy0505 » Fri Nov 04, 2005 4:40 pm

NiGHTMARE wrote:I would say it's a bug in the original .exe, and it's fixed by ZDoom.
Just like everything had a +COUNTKILL flag, except it isn't fixed yet

by Siggi » Fri Nov 04, 2005 2:09 pm

I want my 98 duel boot back :cry:

by Belial » Thu Nov 03, 2005 8:24 pm

Vanilla had no bugs. :mrgreen:

by NiGHTMARE » Thu Nov 03, 2005 8:11 pm

I would say it's a bug in the original .exe, and it's fixed by ZDoom.

by Deathsong12 » Thu Nov 03, 2005 7:39 pm

Whoops. I forgot that actors are not infinitely tall in the original EXE. I could swear they were...
In any case, ZDoom is much more stable for me, as far as strife goes, plus, with all the enhancements I'm working on, it's a crudload of fun.

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