[Not bugs] A few things aren't right...

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.

Post a reply

Smilies
:D :) :( :o :shock: :? 8-) :lol: :x :P :oops: :cry: :evil: :twisted: :roll: :wink: :geek: :ugeek: :!: :?: :idea: :arrow: :| :mrgreen: :3: :wub: >:( :blergh:
View more smilies

BBCode is OFF
Smilies are ON

Topic review
   

Expand view Topic review: [Not bugs] A few things aren't right...

by TheDarkArchon » Sun Oct 31, 2004 9:35 am

Does anyone know how to turn OFF autohealth? You can do it in the original. (How do I know? I looked at the help screens in Strife1.wad. It was bound to F5 which is the hotkey for "Display Options" in ZDoom.)

by Enjay » Sun Oct 31, 2004 9:29 am

OK, I just tried this out. I can get Strife to run accaptably on my computer under XP.

Before taking any damage I could run and walk at speeds that seemed similar to Doom.

I let myself go down to 3% health and I still did not notice any obvious difference in speed when walking. However, I think that pressing the shift/run key had no effect. On picking up a medical kit and using it, I was again able to run.

So, despite this being a "how does it seem" kind of test, and all speeds being estimated, I think that Strife probably removes your ability to run when you have taken enough points of damage. Perhaps the stamina stat influences this - or does that just increase max health?

Just for the record, Vavoom doesn't seem to restrict speed as a result of low health either, nor does it auto-use health items in the inventory as the original exe and Zdoom do when you go below 50% health.

by Csonicgo » Sun Oct 31, 2004 12:53 am

Graf Zahl wrote:Very funny, smartass! Where am I supposed to get such an old computer, especially since I use the DOS-EXE only for testing, not for playing? The crappy graphics resolution alone is reason enough not to subject myself to it for too long.
::gets the nice men in the white coats::

by Catsy » Sun Oct 31, 2004 12:17 am

Actually, now that you mention it, I remember that and you're right--and I thought that was one of the most awful bits of uninspired bad gameplay and hated it too.

So, here's to never "fixing" that particular issue. :>

by Anakin S. » Fri Oct 29, 2004 6:21 pm

Catsy wrote:I don't remember the movement speeds in Strife being any different than in Doom. It sometimes /seemed/ slower because some of the enemies in Strife are faster and more aggressive than in Doom.
I think the player moved more slowly when he was at low health in the original, but doesn't in zdoom. I didn't really like this feature anyway.

by randi » Fri Oct 29, 2004 4:47 pm

The alarm state is localized to each sector; it's not global across the entire level. The alarm sound is played from the alarm lights you see along the walls, if that light has "woken up." Basically, the alarms are actually monsters that can't move and can't attack.

by HotWax » Fri Oct 29, 2004 4:34 pm

Couldn't the alarms be set to use the same channel so they wouldn't pile on top of each other? As it stands right now, they get really annoying really fast.

by randi » Fri Oct 29, 2004 4:24 pm

So none of these are bugs, then.

by zuzma » Fri Oct 29, 2004 3:57 pm

Graf Zahl wrote:Very funny, smartass! Where am I supposed to get such an old computer, especially since I use the DOS-EXE only for testing, not for playing? The crappy graphics resolution alone is reason enough not to subject myself to it for too long.
Wah? I wasn't being a smartass. I don't have any trouble finding old computer hardware. Lots of businesses in my area have tons of old stuff that I could snag but lack of room at my place is a problem. I just recently got around to cleaning some stuff up to make room for this computer that I had been eyeing for awhlie. I'm so glad that I can play all my old dos games again. :)

Edit: I guess I should have worded my previous response differently. I wasn't trying to sound hostile twards you. Heh it's true about that though, windows xp command prompt has timer problems with certain software. Same goes with emulators.

by Graf Zahl » Fri Oct 29, 2004 3:30 pm

Very funny, smartass! Where am I supposed to get such an old computer, especially since I use the DOS-EXE only for testing, not for playing? The crappy graphics resolution alone is reason enough not to subject myself to it for too long.

by zuzma » Fri Oct 29, 2004 3:14 pm

Graf Zahl wrote:Maybe it's due to OS issues. For me Strife.exe runs noticably slower than it should, most likely caused by XP issues for DOS programs. But that's clearly not the intention because I can easily see that the game doesn't run at 35 FPS and Doom.exe has the same problems for me.
It should be the same speed as the orignal dos verions of doom. I got an old P100 to run the game on now. I don't think people should be comparing bugs in zdoom to the original dos version running in an emulator or the xp command prompt. It just gives too many mixed results. If you're going to test it do it on the hardware it was designed for.

by TheDarkArchon » Fri Oct 29, 2004 9:50 am

But the alarm should not be sounded multiple times in the first place.

by Graf Zahl » Fri Oct 29, 2004 5:24 am

That's because ZDoom has more sound channels than Strife.exe or Doom.exe. If those additional channels are filled with alarm sounds it logically gets louder.

by Lexus Alyus » Fri Oct 29, 2004 3:51 am

Ignore me... it seemed faster than the original but a few things I didn't think of are the fact that I bypassed the thought that Zdoom has uncapped framerate (/me = dumb :D).

The only problem here is the alarm activating and getting really loud.

:twisted:

by Graf Zahl » Fri Oct 29, 2004 2:40 am

Maybe it's due to OS issues. For me Strife.exe runs noticably slower than it should, most likely caused by XP issues for DOS programs. But that's clearly not the intention because I can easily see that the game doesn't run at 35 FPS and Doom.exe has the same problems for me.

Top