[Not a bug] [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animation

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Re: [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animatio

Postby Phredreeke » Tue Feb 04, 2020 2:55 pm

I don't think there's anything wrong with fixing what are clearly bugs. One example that I've brought up several times is the spinning Cerberus in E3M7 (which NoOne ended up fixing in both BloodGDX and NBlood)
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Re: [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animatio

Postby Graf Zahl » Tue Feb 04, 2020 3:06 pm

Agreed. NBlood already has a vanillaMode guard flag for these things so it could be applied here as well. Of course first we need to find out what these changes are.
But don't you dare call them bugs! I think some people at Doomworld would have a word with you... :mrgreen:
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Re: [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animatio

Postby markanini » Tue Feb 04, 2020 3:19 pm

First there's the Mini-Calebs enemys burning death animation that turns into a normal size Caleb in the original. Second there's Fantatics turning in Cultist on death, If I'm not misstaken. There may be more enemies among the monk types that change to a different type on death, possibly also when underwater. Phredreeke might know with more certainty.
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Re: [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animatio

Postby sinisterseed » Tue Feb 04, 2020 3:43 pm

The mini-Calebs issue hasn't seen a demo compatible fix yet iirc.

I think Commonloon tried something in NBlood a while ago, but the fix had to be reverted because it caused desyncs.
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Re: [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animatio

Postby SanyaWaffles » Tue Feb 04, 2020 6:59 pm

Graf Zahl wrote:But don't you dare call them bugs! I think some people at Doomworld would have a word with you... :mrgreen:


How dare you call them bugs! Dungeon! 4096 years dungeon!

In all seriousness a vanilla compatibility flag isn't a bad idea.
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