New Deathmatch Flags

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Re: New Deathmatch Flags

by Graf Zahl » Sun Dec 28, 2008 3:49 am

Added.

Re: New Deathmatch Flags

by Macil » Sat Dec 27, 2008 9:50 pm

A mapinfo flag could be added that exempts certain levels from the dmflag, and that could be put into the default doom2 mapinfo in the zdoom.pk3 file if there was a level that didn't work well with the need-to-kill-all-monsters dmflag.
People playing netgames that want to use this dmflag with pwads would be expected to make an add-on pk3/wad to fix the levels' MAPINFO if there was a map this didn't work well with.

Also, if the host is in the game (which is always, unless its a dedicated skulltag game), that person could always just disable the dmflag from the menu for the end of that level if they didn't make an edited MAPINFO beforehand.

Re: New Deathmatch Flags

by DoomKn1ght_ » Sat Dec 27, 2008 9:08 pm

HotWax wrote: What about older maps (or just buggy ones) that have secrets that can't be reached? Of course, I suppose that maps could have monsters you can't kill as well...
I don't know, maybe skip the map or choose a map set without that kind of bug.
The flag is optional so player are free to choose.

Re: New Deathmatch Flags

by Spleen » Sat Dec 27, 2008 8:37 pm

HotWax wrote:
DoomKn1ght_ wrote:
Spleen wrote:Because that's why they're secrets :p Secrets aren't supposed to be necessary to complete a level
It can be interesting to force players to explore the level and as "all monsters m b k" it prevent some player to
do speedrun tricks and add an interesting challenge to coop game.
What about older maps (or just buggy ones) that have secrets that can't be reached? Of course, I suppose that maps could have monsters you can't kill as well...
Even DOOM 2 map15 :P

Re: New Deathmatch Flags

by HotWax » Sat Dec 27, 2008 8:01 pm

DoomKn1ght_ wrote:
Spleen wrote:Because that's why they're secrets :p Secrets aren't supposed to be necessary to complete a level
It can be interesting to force players to explore the level and as "all monsters m b k" it prevent some player to
do speedrun tricks and add an interesting challenge to coop game.
What about older maps (or just buggy ones) that have secrets that can't be reached? Of course, I suppose that maps could have monsters you can't kill as well...

Re: New Deathmatch Flags

by DoomKn1ght_ » Sat Dec 27, 2008 6:02 am

Sorry I should have thought before posting this.

Re: New Deathmatch Flags

by Graf Zahl » Thu Dec 25, 2008 3:40 pm

level.killed_monsters is always smaller or equal than level.total_monsters so != is equivalent to < in this case.
Unlike other source ports ZDoom increases the total monster count when a monster is being spawned.

Re: New Deathmatch Flags

by DoomKn1ght_ » Thu Dec 25, 2008 3:03 pm

Spleen wrote:Because that's why they're secrets :p Secrets aren't supposed to be necessary to complete a level
It can be interesting to force players to explore the level and as "all monsters m b k" it prevent some player to
do speedrun tricks and add an interesting challenge to coop game.

EDIT: nevermind

I suck at coding but what about this:

Code: Select all

level.killed_monsters != level.total_monsters)
Isn't "<=" better for this because of pain elemental, please don't yell at me I don't know the code at all.

Re: New Deathmatch Flags

by Spleen » Thu Dec 25, 2008 2:49 pm

DoomKn1ght_ wrote:Why not "all secrets must be found" dm flag?
Because that's why they're secrets :p Secrets aren't supposed to be necessary to complete a level

Re: New Deathmatch Flags

by DoomKn1ght_ » Thu Dec 25, 2008 2:45 pm

Why not "all secrets must be found" dm flag?

Re: New Deathmatch Flags

by CaptainToenail » Wed Dec 24, 2008 12:56 pm

Very nice, you should only ever really be using autoaim if you are playing without the mouse ala original Doom, it seems like cheating to use it with mouselook, how about a flag that only allows autoaim if mouselook is disabled?

Re: New Deathmatch Flags

by Cutmanmike » Wed Dec 24, 2008 4:40 am

woo!

Re: New Deathmatch Flags

by Karate Chris » Wed Dec 24, 2008 4:28 am

Okay, I've added an autoaim disabling deathmatch flag. I've put it in with the other flags.

See attached.

Re: New Deathmatch Flags

by Rachael » Mon Dec 22, 2008 11:13 pm

Cutmanmike wrote: Edit: Okay for whatever reason Soulpriestess decided to remove her post/rant/whatever, please ignore. :|
I removed it because it was based on me not reading the post as fully as I should have, and I made some assumptions that I shouldn't have. Sorry about that.

To be honest, I thought it kind of made me look stupid.

Re: New Deathmatch Flags

by Cutmanmike » Mon Dec 22, 2008 8:52 am

Yeah that too. You bloody bugger. :instagib:

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