[All versions] Heretic inconsistensies.

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Expand view Topic review: [All versions] Heretic inconsistensies.

Re: [All versions] Heretic inconsistensies.

by randi » Tue Aug 04, 2009 7:14 pm

So... I think everything is fixed now. But since this topic is eight pages long, and not everything is mentioned in the first post, I'm not entirely sure about that.

Re: [All versions] Heretic inconsistensies.

by NeuralStunner » Wed Jul 22, 2009 4:14 pm

signofzeta wrote: Ooh oooh oooooh.

If the maulotaur does his sideswipe flame thing on you, and you die, it should say this "Player got burned by the maulotaur"
If the maulotaur does the flame line on the ground thing, and you die, it should say this "Player couldn't dance on the maulotaur's flames"
If the maulotaur charges at you and you die, it should say this "Player got gorred by the Maulotaur" or "Player did not take the red cape away fast enough"
If the maulotaur melees you, and you die, it should say this "Player got Mauled by the Maulotaur's Maul."
IMO this cannot be ignored! :lol:

Re: [All versions] Heretic inconsistensies.

by Rachael » Mon Jul 13, 2009 1:58 pm

signofzeta: Perhaps this will help?
http://svn.drdteam.org/

Re: [All versions] Heretic inconsistensies.

by Graf Zahl » Mon Jul 13, 2009 1:58 pm

Because the fix was done after 2.3.1.

Re: [All versions] Heretic inconsistensies.

by signofzeta » Mon Jul 13, 2009 1:55 pm

Gez wrote:It's fine in SVN versions since the fix I've already cited.
woah, how'd you do that? How come mine, being version 2.3.1, does not have the glitter only on the exit E1M6, E2M8, and E3M8 teleport and some others?

Re: [All versions] Heretic inconsistensies.

by Gez » Mon Jul 13, 2009 10:12 am

It's fine in SVN versions since the fix I've already cited.

Re: [All versions] Heretic inconsistensies.

by signofzeta » Mon Jul 13, 2009 9:58 am

There isn't teleport glitter on the exit teleports on E1M6, E2M8 or any teleport that has blue glitter. In older versions of Zdoom and in vanilla Heretic, the blue teleport glitter exists. There is no problem with the red glitter though.

Re: [All versions] Heretic inconsistensies.

by Kristus » Fri Jul 03, 2009 8:20 pm

Interesting, I guess my Zdoom version is older than I thought.

Re: [All versions] Heretic inconsistensies.

by Gez » Fri Jul 03, 2009 6:57 pm

Re: [All versions] Heretic inconsistensies.

by Kristus » Fri Jul 03, 2009 6:30 pm

Another inconsistency.
The teleporter glitter will not move down with the floor in Zdoom.
You can see this happen in E3M3: The Confluence, behind the yellow key door.

Re: [All versions] Heretic inconsistensies.

by Enjay » Tue Jun 23, 2009 5:09 pm

Confirmed. In vanilla Heretic the little balls do not teleport but the big one does.

Re: [All versions] Heretic inconsistensies.

by Project Shadowcat » Tue Jun 23, 2009 4:55 pm

signofzeta wrote:Ooo ooooo ooooo.

I have another heretic inconsistency. Isn't the big homing useless firemace ball supposed to go through teleporters to follow the player or enemy? I don't think the small balls go through the teleporter, just the tomed big ball.

I am not sure if this feature is multiplayer only, and I haven't checked it in multiplayer matches, but for sure, when I played zdoom 2.3.1, the big firemace ball does not go through the teleporter, while in vanilla, I think it did.
I think you may be right. I remember being on the receiving end of that over 10 years ago. :stuppor:

Re: [All versions] Heretic inconsistensies.

by signofzeta » Tue Jun 23, 2009 4:36 pm

Ooo ooooo ooooo.

I have another heretic inconsistency. Isn't the big homing useless firemace ball supposed to go through teleporters to follow the player or enemy? I don't think the small balls go through the teleporter, just the tomed big ball.

I am not sure if this feature is multiplayer only, and I haven't checked it in multiplayer matches, but for sure, when I played zdoom 2.3.1, the big firemace ball does not go through the teleporter, while in vanilla, I think it did.

Re: [All versions] Heretic inconsistensies.

by HotWax » Thu Jun 18, 2009 4:59 pm

As a quality assurance tester for my company's IT department, I can confirm this is exactly what happens in real life, all too often. :?

Re: [All versions] Heretic inconsistensies.

by Graf Zahl » Thu Jun 18, 2009 1:42 am

SoulPriestess wrote:I believe the effect was intended - or it would have been corrected during playtesting.
You apparently have no clue how game development works then. :mrgreen:

There are things that get changed in the last minute, releases are done when it seems to work and so on and so on.

I suspect something along these lines:

- "We want to make the lava do fire damage. How do we do that?"
- "Easy. We set a fake inflictor that's doing fire damage. That way we won't have to change much in the code."
- "Great. Let's use the fireball from the Phoenix Rod flamethrower. That's already doing it."
- "Good idea. Let's do it."

...
...
...
(months later in development)
...
...
...

- "Hey, wouldn't it be cool if the flamethrower would temporarily paralyze the victim?"
- "Yeah, great idea. That's very easily done."
(and here's the problem now: The lava was already tested and since nobody likes to run through a damaging environment the problem that was just added doesn't get noticed.)
...
...
...
(some time later)
...
...
...
- "Is the game ready for release?"
- "I think do. It doesn't crash and everything seems to work as intened." (of course it doesn't because nobody ever tested the lava again - or just didn't notice the difference as it is rather subtle.)

- End of story (and BTW, this is just a variation of things I have seen happen more than once in real life!)

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