[Closed] [Hexen] Some differences from vanilla

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

[Hexen] Some differences from vanilla

Postby sinisterseed » Sat Jul 18, 2020 6:22 am

This is mainly a cross-post of some interesting differences that someone brought up over at DW.

They're related to the Heresiarch and Firestorm in GZDoom versus vanilla. Supposedly the Heresiarch no longer takes splash damage from his purple projectiles, while the Cleric's Firestorm has been oddly nerfed, taking extra shots to kill even weak enemies such as Ettins.
User avatar
sinisterseed
GZDoom RO Translator & Raze Tester
 
Joined: 05 Nov 2019
Twitch ID: sixhundredsixteen
Github ID: sinisterseed
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [Hexen] Some differences from vanilla

Postby ReaperAA » Fri Jul 24, 2020 8:18 am

Ok, so I tested out Chocolate Hexen and compared the Firestorm's damage vs in GZDoom.

By typing NRA cheat and a bit of ettin killing on the first map confirmed that Firestorm is doing less damage to enemies in GZDoom. In Choco, I was mostly (as in +75% of instances) one-shotting ettins whereas in GZDoom, I would only rarely one-shot ettins.
User avatar
ReaperAA
 
Joined: 19 Oct 2018
Github ID: AtifArshad1995
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [Hexen] Some differences from vanilla

Postby Graf Zahl » Sat Sep 26, 2020 1:40 pm

Can you please do a little check your self and give the CircleFlame actor (circleflame.zs, line 149) the OLDRADIUSDMG flag and recompare. It's the only thing in here I can see that may explain the difference n damage.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Hexen] Some differences from vanilla

Postby ReaperAA » Sun Sep 27, 2020 8:08 am

Graf Zahl wrote:Can you please do a little check your self and give the CircleFlame actor (circleflame.zs, line 149) the OLDRADIUSDMG flag and recompare. It's the only thing in here I can see that may explain the difference n damage.


Ok so I made a .pk3 file with a single ZSCRIPT lump. Then I put just this code in the lump:
Code: Select allExpand view
class CircleFlameNew : CircleFlame replaces CircleFlame
{
   Default
   {
      +OLDRADIUSDMG
   }
}


And I didn't really notice a big difference. The damage is still clearly less than that in Chocolate Doom.
User avatar
ReaperAA
 
Joined: 19 Oct 2018
Github ID: AtifArshad1995
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [Hexen] Some differences from vanilla

Postby Graf Zahl » Sun Sep 27, 2020 8:28 am

I think I was too tired yesterday. Now I can clearly see the difference. The distance of the original is 128, but GZDoom has 20. Looks like this happened when ZDoom migrated all this stuff to DECORATE.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Hexen] Some differences from vanilla

Postby Graf Zahl » Sun Sep 27, 2020 8:33 am

Regarding the Heresiarch, I have no idea. He's definitely vulnerable to radius damage and has no safeguards against self-inflicted attacks. Same for the purple projectile.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Hexen] Some differences from vanilla

Postby ReaperAA » Sun Sep 27, 2020 2:30 pm

Graf Zahl wrote:The distance of the original is 128, but GZDoom has 20.


Is this the A_Explode distance that you are referring to?
User avatar
ReaperAA
 
Joined: 19 Oct 2018
Github ID: AtifArshad1995
Operating System: Windows 10/8.1/8/201x 64-bit
OS Test Version: No (Using Stable Public Version)
Graphics Processor: nVidia with Vulkan support

Re: [Hexen] Some differences from vanilla

Postby Graf Zahl » Sun Sep 27, 2020 2:35 pm

Yes. The code here was a bit hard to read. It sets both distance and damage to 128 and then runs a special case handler which alters only the damage amount. When transitioning that code to DECORATE something must have gone wrong - that was some 12 years ago.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany

Re: [Hexen] Some differences from vanilla

Postby Sunray » Fri Nov 06, 2020 1:17 pm

Is this fixed in GZDoom 4.5.0?
Sunray
 
Joined: 18 Oct 2020
Operating System: Windows 10/8.1/8/201x 64-bit
Graphics Processor: nVidia with Vulkan support

Re: [Hexen] Some differences from vanilla

Postby Graf Zahl » Fri Nov 06, 2020 2:15 pm

The flame's damage is fixed. The Heresiarch's issue could not be reproduced.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
 
Joined: 19 Jul 2003
Location: Germany


Return to Closed Bugs

Who is online

Users browsing this forum: No registered users and 1 guest