[Duplicate] weapon power bug

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weapon power bug

Postby Anonymous » Mon Nov 10, 2003 6:16 pm

i have 2 versions of zdoom 1.22 and 2.0.52 i jsut downloaded 2.0.52 and found the rocket launcher feels a bit off. so i did some comparisons on level 7 with god mode on. on average it took 4 to 5 rockets to kill a mancubus with 1.22 and 3 to 4 for a archnotrons. where with version 2.0.52 a mancubus took on average just 2 rockets and arachnotrons 2 and often just one.

for 1.22 it took me 61 rockets to win. (i tried to aim good each time).
with 2.0.52 i did it with jsut 25.

have the weapon powers been dilberatly tweaked or is this a bug?
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Postby Graf Zahl » Mon Nov 10, 2003 6:28 pm

AFAIK this bug has already been fixed for the next version.
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Postby Ultraviolet » Mon Nov 10, 2003 10:40 pm

What exactly has been changed? Has it been made so that rockets are more or less powerful?
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Postby Bio Hazard » Mon Nov 10, 2003 11:02 pm

i think it had to do with splash damage hitting a monster in all the subsectors which multiplied the damage or something...
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Postby HotWax » Tue Nov 11, 2003 12:45 am

Randy fixed a long-standing vanilla Doom blockmap bug which caused hitscan traces to not properly hit an enemy if the center of that enemy was in a different block than the point that was hit by the trace. In doing so, he inadvertantly caused a change to explosions which made them apply their damage in each block that an enemy was present in. So, if you shot a rocket at a Baron who was completely contained within a blockmap block, it would do normal damage. If that Baron was straddling four blocks, the rocket damage would be applied four times -- once in each block. This erroneous behavior will be fixed in 2.0.53, so the rocket will once again be doing its normal damage in all situations.
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Postby Malphas » Tue Nov 11, 2003 1:51 am

Didn't we all talk about this weird phenomenon some time earlier? :)
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Postby Anonymous » Thu Nov 13, 2003 3:05 pm

FYI, version .50 doesn't have this problem and you can get it from the ZDoom page on Sourceforge.net
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Postby Ultraviolet » Thu Nov 13, 2003 4:17 pm

I think that kind of behavior sounds rather interesting. Why not have seemingly random more powerful weapons? Heh, you could even go so far as to have BSP use a higher splitfactor (pardon me if I'm using the wrong term) to increase the chance of causing randomly higher damage to monsters with explosves.
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Postby Graf Zahl » Thu Nov 13, 2003 4:20 pm

Bad idea.

This kind of 'randomization' makes editing a real pain because it's impossible to get a decent balance. Plus, all weapons in Doom except the splash damage is already randomized.
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Postby Chilvence » Thu Nov 13, 2003 6:18 pm

Heh, its just typical that Im trying to balance Strife's exploding weapons using the one version of ZDoom that has an explosion bug....
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Postby randi » Fri Nov 14, 2003 6:35 pm

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