Oops. I overlooked that when I changed the Vore spawn. I'll look through the code to see if I find any other bugs like this and then I'll reupload the mod. I couldn't do much playtesting because my video card is dying for some reason.Enjay wrote:if you get within melee range of a vore...
It works on some monsters, but not on others. The Shambler is one of the monsters that crashes for example.Ed the Bat wrote:I see a concern about the gremlin causing a crash? I'd help investigate, if you can give some more details. What circumstances do you see it happen? I'm not seeing it happen yet (tested so far only with Grunt and Rottweiler corpses)
I saved the crash report that I got while testing it on Zandronum, if it helps, I uploaded it: https://dl.dropboxusercontent.com/u/423 ... Report.zip
In Quake when the knights get close enough, they'll initiate their attack by swinging while still running at you, then they start their normal attack when they get in the actuall range for melee. I tried to replicate that by having the knight charge at you(with a negative A_Recoil) and swing when he gets close enough. The nasty side effect of that is that he will often jump off ledges when he's within charge distance. I haven't thought of a solution to that yet. Maybe I should just make it a regular melee attack that only happens on the first attack. Not as fancy but oh well...Enjay wrote:I also noticed that fiends and death knights (maybe others?) can jump down from ledges where their Doom equivalents wouldn't. In some maps (Doom2 map29 for example) this meant a lot of enemies jumping off of ledges and then wandering around harmlessly in the blood lake below me as I took the high road.
I don't really mind that for the Fiends though, as they could be easilly baited into jumping down tall ledges in Quake.