Dehacked Incompatibilities

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Kinsie
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Dehacked Incompatibilities

Post by Kinsie »

Two incompatibilities I've noticed in playing DEHACKED-based mods in ZDoom and variants:

1.) In Twilight Warrior, the BFG replacement (Sniper Rifle) is supposed to fire a big shotgun-esque hitscan attack with no spread, simuating a powerful "over-penetrating" bullet. In Zdoom however, there is spread.

2.) In Operation Arctic Wolf Special Edition, there are destroyable toilets. However, the first time you shoot one, it'll telefrag you by spawning a Baron Of Hell on your position. It seems to work fine if you resurrect and shoot it again, though.
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Re: Dehacked Incompatibilities

Post by Gez »

In Batman Doom, during the last fight, you're also telefragged when you kill the boss.
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Kinsie
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Re: Dehacked Incompatibilities

Post by Kinsie »

Gez wrote:In Batman Doom, during the last fight, you're also telefragged when you kill the boss.
Hasn't Batman Doom been politely considered Zdoom-incompatible for forever now?
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Re: Dehacked Incompatibilities

Post by Gez »

I'm just saying that it's the exact same bug. Kill something, get telefragged. (I bet that it's because an actor's target switches to its killer, so if it has in its death frames a codepointer that spawns something at a target point, blam, instant retribution.)
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randi
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Re: Dehacked Incompatibilities

Post by randi »

Fixed 2.

For 1, do you have a download link? Google leads me to a site on Doomworld, which links to a file on 3ddownloads, which is some strange thing called TAN3-WG-EDD, which I have no idea what that is. Searching the idgames database turns up nothing.
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Re: Dehacked Incompatibilities

Post by dennisj1 »

Are you sure you spelled "arctic" right? It's on /idgames...http://www.doomworld.com/idgames/index.php?id=13937
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Dark-Assassin
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Re: Dehacked Incompatibilities

Post by Dark-Assassin »

another dehacked incompatibility, if you use a model pack, and you load a wad that dehackes an item, any item, or weapon, the pickup model will be removed
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Re: Dehacked Incompatibilities

Post by Gez »

ds201 wrote:another dehacked incompatibility, if you use a model pack, and you load a wad that dehackes an item, any item, or weapon, the pickup model will be removed
Am I the only one who finds the idea of using model packs and dehacked together weird?

Anyway it's kinda normal. Doom originally did not differentiate between pickup items. A health bonus, a weapon, a key, an armor -- all those where the exact same thing. It simply used the same function to handle them all, and for doing so used a "switch (sprite)" block. Take the health bonus, dehack it to use the BON1 sprite, and tadaa! It's now a health bonus. Take the green armor, give it the BFG pickup sprite, and it'll be a BFG from now on. So to handle dehacked lumps, ZDoom replaces dehacked pickup items by a different actor, [wiki=Classes:DehackedPickup]DehackedPickup[/wiki], which has the special sprite-based code.

As a consequence, your model pack which changes the way, say, ArmorBonus looks, will not be relevant because the actor will actually be DehackedPickup, not ArmorBonus.
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Dark-Assassin
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Re: Dehacked Incompatibilities

Post by Dark-Assassin »

ok then, that gets me further through my quest of why model's don't show on dehacked pickups.
but this also effects this in a similar way, but if you change 1 thing in the hud weapon, like flash times, the model will be removed from the pickup only.
It seems that is uses the same behaviour.
I will try and ask on gzdoom forum to make models auto apply to dehacked pickups.
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Re: Dehacked Incompatibilities

Post by Graf Zahl »

ds201 wrote:another dehacked incompatibility, if you use a model pack, and you load a wad that dehackes an item, any item, or weapon, the pickup model will be removed

A) ZDoom does not use models. Only GZDoom does.
B) Use of model packs with Dehacked mods is not guaranteed to work. The reason this causes problems is that pickup items modified by Dehacked get replaced by dynamically created classes that can't get models assigned.
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Re: Dehacked Incompatibilities

Post by randi »

The Twilight Warrior weapon uses A_FireShotgun. I can't see any reason why it wouldn't spread. I admit, it's not spreading in Eternity, but I don't know why it's not.
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Re: Dehacked Incompatibilities

Post by Xaser »

I didn't have Twilight Warrior handy, but when I saw this thread I tried out my ancient Sniper of Insanity with the latest SVN to see if it was busted as well. It worked fine, however -- I used lots of A_FirePistol calls in a row, though, and there was no spreading whatsoever. I vaguely recall the Twilight Warrior sniper rifle spreading when I played it ages ago, but if it's using shotgun pointers than it's certainly working as expected.
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Re: Dehacked Incompatibilities

Post by Graf Zahl »

Chocolate Doom also spreads so this looks like an Eternity bug.
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Re: Dehacked Incompatibilities

Post by Enjay »

I know that this is a slightly separate issue (given that the originally reported problem is using a shotty pointer and therefore has to spread). If a sniper rifle is made using stacking pistol shots, and the weapon is set up correctly (ie, there is no refire so every shot has to be a single shot so all shots are always concentrated on the same spot) occasionally (ie pretty rarely), and apparently randomly, sometimes the ability to put all shots in exactly the same place gets lost and they do start to spread. Once this happens, the weapon acts pretty much like a shotgun for as long as you play the game. Changing away from it and back again does not fix the issue. Quitting and restarting fixes it and I can't remember what happens across save games. I have reported this in the past but it is very rare and so difficult to reproduce, but it does happen.
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