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Samarai1000 wrote:In the meantime, do you know of any versions of GZdoom that are still very recent, yet don't have this bug in them? Or would it be quicker to just wait for a fix?
Anything from before September 14 should work, from what I've read.
EDIT: "I still seem to take damage after a few shots, but still get the same error."
So you're not taking any damage at all from some shots? If that's the case, can you tell if you're only taking damage from critical hits?
It seems that the September 14 update disabled all damage for projectiles which damage is defined by reference to a user variable.
I have no idea why this would be at all necessary or helpful in solving the problem of occasional crashes when uservars are accessed or set by weapons and custominventory items, which seemed to be the primary if not the only concern that the update had been intended to address. It was relatively simple enough to work around though.
In the meantime I'm having trouble compiling GZDoom and ZDoom crashes every time I exit after loading HD [EDIT: or NBO o_O] (game itself is stable, just the exit that crashes)... seems like my compiler and a whole bunch of other stuff is out of date...
Vaecrius wrote:It seems that the September 14 update disabled all damage for projectiles which damage is defined by reference to a user variable.
I have no idea why this would be at all necessary or helpful in solving the problem of occasional crashes when uservars are accessed or set by weapons and custominventory items, which seemed to be the primary if not the only concern that the update had been intended to address. It was relatively simple enough to work around though.
In the meantime I'm having trouble compiling GZDoom and ZDoom crashes every time I exit after loading HD [EDIT: or NBO o_O] (game itself is stable, just the exit that crashes)... seems like my compiler and a whole bunch of other stuff is out of date...
You too? I get the crash on most things, but no idea what could it be. Posted on a bug thread about it but didn't get as much as a reply yet. It's not a big deal but it's a bit painful when changing options as it doesn't save the changes.
I'm a little concerned the derp hitboxes are a little too small.... not quite wide enough, or tall enough. This is made more apparent with the derps on zombiemen spawns, where unless I have a shotgun or explosives, or can grab them, im kinda boned.
If this is the case, could bullets / explosives be made to give a guaranteed pain state that makes it spin around a bit? Surely something with such low mass being hit by a bullet wouldn't remain upright and on target, and it would also make taking on a derp without a shotgun slightly less of a death sentence. Or even if not spinning, just being knocked to point upward briefly and turned a few degrees randomly.
I refuse to believe that a bullet hitting something which is scooted back by SHOOTING bullets could remain on target without getting thrown about, requiring time to get back on target
yes, BUT, the bullet and its energy is NOT distributing how the bullet the DERP is firing is.
When a pistol (or derp) is fired, the energy pushes back into the gun straight, and slightly upward with a sort of lever effect. And the way the derp is built, the floor acts as an anchor preventing it from flying, as the lever effect pushes into the hard floor, which keeps the recoil minimal. Just as a mortar, if fired from the ground, doesn't move as all the force digs into the floor, it would be much more noticable if handheld.
Compare this to say, a bullet hitting the UPPER half of the derp, the energy is going the opposite direction entirely, causing it to flip back, possibly tumble. Also, if hit at an angle, the energy wouldn't go straight backward, or into the floor (as it normally does) but could instead spin it about. This is like how if you held a shotgun in proper form and fired, the recoil would be minimal, yet if someone kicked the shotgun from the side with the same energy as the shotgun blast, the shotgun would go swinging, as theres much less to keep the shotgun from flying to the left or right, than there is something to take the blow of the gun being launched backwards into your hands, and shoulder.
Keep in mind the derp is not very heavy, and the design seems to ensure the recoil goes straight backward, and into the ground. If the energy of an IMPACTING round hit say, the upper half, or on the side, the entire energy goes into an area that is less equipped to withstand the force. And hit in the lower part, but at the side, it would spin, akin to a bottle on its side.
Leverage is a very important thing to consider vae. Just as a barrel is easier to tip over from the top, rather than the bottom, a force on something isn't so much important about how much, but where.
Also, I assume the treads are high friction, but dont those treads friction generally work in only forward / backward for the friction? Kinda like how ladders with textured steps (the lines running right and left) dont slip forward / backward, but left and right, ALONG the lines slipping is more likely.
Forgive my childishly bad illustration, but I think this sums it up perfect why shooting a derp would, 9 times out of 10 completely throw off aim.
To be honest, I dont notice them very much, so I cannot say... Am I supposed to notice something beyond the aesthetics of it? Because really well.. ...its a new animation, thats all I see. please correct me if I'm wrong.
Oh and reminder (again) chainsaw is woefully in need of a buff. I swear the DPS of fists are better in HD, and guns wipe the floor with it, even when range is not an issue. I think the traumatic ripping and tearing (ahem) of the chain tugging, pulling, cutting, digging into, and ripping out flesh would be much more painful and damaging then a few rounds. Maybe, as a sort of psudo pressure detection, damage could be delt via layers of melee attacks per tick, with decreasing range? Perhaps the very tip doing only so much damage, with the highest melee reach, then perhaps 5 more of the same each tick, but a bit less range every time? This way a chainsaw pushed in deep would be significantly more damaging than just nicking an imp. So it would be more dynamic of a weapon, and viable in some circumstances. Perhaps, as a step more, the saw "bogging down" if too deep in a hefty monster for too long (I imagine imps and zombies would be non issues) giving the monster enough time to whack you if you dont manage and cut carefully
I like to imagine that, even in HD, a chainsaw down the throat of a ninja pirate would STILL be a no contest deal.
Last edited by mumblemumble on Tue Sep 27, 2016 7:32 pm, edited 1 time in total.
Even in vanilla Doom, a chainsaw down a pinky's throat isn't a 100% guarantee. They can still occasionally get a bite in due to the random nature of painchance.