A Christmas present for ZDoom

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DoomRater
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Post by DoomRater »

Graf Zahl wrote:100% of course!

You can give each armor an icon which is displayed to show what you have. For example, if you add the graphics and pick up one of Heretic's shields in Doom you will see the shield.
Thanks for answering questions. In Final Fantasy a perfect evade was 255, not 100, and I wasn't sure if Doom was also doing something similar.

This raises another question though- if it's set above 100 will the player recieve health back?

EDIT: DarkArchon, I couldn't figure out how that second piece of code is any different from the former you posted. They both seem to jump on the same condition.
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Daniel
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Post by Daniel »

:|
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Post by DoomRater »

Yeah, I'm not sure anyone but Graf knows what's wrong with that mine, so you'll have to wait for him to come back and notice.
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Graf Zahl
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Post by Graf Zahl »

I noticed but at the moment I really don't have any time for this. I have an important presentation to do until Monday and that means I have to work over the weekend - and really not much desire to mess around with Doom's source (unless there's a problem that annoys me, of course. ;))
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Post by deathz0r »

Graf Zahl wrote:100% of course!

You can give each armor an icon which is displayed to show what you have. For example, if you add the graphics and pick up one of Heretic's shields in Doom you will see the shield.
Actually, 100% always damages the player by at least 1%, even if the damage given was only 1 hitpoint.
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Post by DoomRater »

deathz0r wrote:
Graf Zahl wrote:100% of course!

You can give each armor an icon which is displayed to show what you have. For example, if you add the graphics and pick up one of Heretic's shields in Doom you will see the shield.
Actually, 100% always damages the player by at least 1%, even if the damage given was only 1 hitpoint.
Well, that's not the effect I want. I want it to be exactly like UT's shield.
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Post by Graf Zahl »

That looks like a roundoff error. I will have to debug this to see what happens. 100% is supposed to be impenetrable.
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Post by Daniel »

UAU! Abestos armor :lol:
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Post by Daniel »

Btw Graf, are you thinking about adding a Reload state, like in EDGE? And also, some variable like "Weapon.AttacksToReload" must be added, to the engine runs the Reload frames after a determined number of shots. It's a good idea, and after adding this, we can "easily" convert EDGE weapon mods to ZDoom. 8-)

Another suggestion: a projectile special that enlarge or shrinks the enemy, like the Shrinker on Duke Nukem... is this hard?
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Post by Daniel »

:) Please answer! I'm curious about it!!!
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Post by Graf Zahl »

Daniel wrote: Another suggestion: a projectile special that enlarge or shrinks the enemy, like the Shrinker on Duke Nukem... is this hard?

No, that's not hard. But this has to be specifically implemented, especially the ability to kill them by stepping on them. But this will have to wait until the next version. I won't touch the collision detection code until Randy releases the new version.
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Post by Daniel »

Thanks for the answer!

And about the Reloading frames? Will you add something like that?
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Post by Graf Zahl »

No. That requires more fundamental changes. That's something Randy has to do. Most of the stuff being done here 'inofficially' is more or less superficial. But this requres changes to the menu code, to the general weapons code and some other stuff as well. And even if I eventually decide to do this it won't be before I can work with some code that is closer to the original and at the moment that is not the case due to the float rewrite.
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Post by Daniel »

Okay. Let's put this on the "to do" list :P I'll try to remember some needs I had... I wish these ideas could help the other ZDoom modders. Of course, without the guru codes this wouldn't be possible anyway, so let's wait for their preparation :wink:

I had another idea: there is a bug in ZDoom (less than in normal Doom) that seems to be fixed in EDGE; when a projectile is very fast (about 50 speed points), the weapon seems to miss the target. How about put a weapon flag called +NOAUTOAIM, so you could have weapons like the railgun, that don't target at a monster.
Last edited by Daniel on Mon Jun 06, 2005 9:34 pm, edited 1 time in total.
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Post by DoomRater »

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