Yeah dude, I was agreeing with you. Just elaborating on WHY you said it was a bad idea so the reasons are clear for everybody.phantombeta wrote:Why do you think I said I didn't recommend doing this to fix it?
TNT1 A 0 A_JumpIf (health <= 0, "Death.InvulnFixer")
TNT1 A 0 A_Jump(256,"Death.Head","Death.HeadExplode","HeavyHead")
I decided I'm done fucking with this and opted for the quick-n-dirty fix. It's cheap, it's hacky, but most importantly--it works. You still get your various head deaths and will no longer run into any ghosts. It's not the most elegant solution, but it certainly isn't the worst thing to appear in the mess of code that is brutal doom. This is such a highly situational bug that I think figuring out a "proper" solution when an easy one exists is a waste of time.
In this version I also cut majorly back on the amount of ammo you get from clips/boxes/etc. Didn't mess with rockets though because those babies are semi-rare. I was tired of constantly having full ammo of almost everything all the time as it took a lot of the challenge away. I also made the fatality rewards WAAAYYYY more worthwhile and significant to encourage you to take more risks. You get 20 health/armor where there was 10 before, with barons/hell knights giving you 50 of each/60 of armor. The really tough enemies will max out a certain ammo type now--arachnotrons give you rockets, pain elementals give you cells, cacos give you shells, mancs give you bullets, revenants give you grenades, and archies give you the radio/fill your 5 calls back up. The fatality chance was kicked down some to compensate for this. Still high though. Also smoothified the shotgun firing animation and brought back the ability to fatality dyingguys. And I think that's it!
So glad this ghost business is over with. Now I can get back to making cool new shit.