Bug? A_Explode causes infighting

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

Chaingun thread?

/me gets mugged by two dozen Doom purists and anally raped.
User avatar
Sticky
Posts: 836
Joined: Mon Aug 04, 2003 12:29 pm
Location: Denver, CO How do they get teflon to stick to the pan?

Post by Sticky »

You're the one who accepts enemata from strangers...or used to. ;-)
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

I said never!!!! NEVER accept enemata from strangers!!!
User avatar
Sticky
Posts: 836
Joined: Mon Aug 04, 2003 12:29 pm
Location: Denver, CO How do they get teflon to stick to the pan?

Post by Sticky »

You know all the purists here, they're not strangers....
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

How about adding a DontHurtSpecies flag? That would solve all problems without breaking anything.

And HotWax: This does not in any way affect normal Doom behavior. So far I have seen 3 or 4 WADs which create a monster that is affected by it and in all cases this self-exploding behavior was more of an annoyance than a 'feature' because those monsters simply were no threat because it was too easy to make them blow up others of the same kind or themselves.
User avatar
Xaser
 
 
Posts: 10774
Joined: Sun Jul 20, 2003 12:15 pm
Contact:

Post by Xaser »

Good idea Graf. That would be very useful. :P
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

Oh sure, you personally don't use the feature and suddenly it's an "annoyance". This was the way id coded the game!! Who are we to take id's freely given source code and change it for our own uses with their blessing?!?! BLASPHEMERS I TELL YOU!!!
User avatar
Chilvence
Posts: 1647
Joined: Mon Aug 11, 2003 6:36 pm
Contact:

Post by Chilvence »

Give it a rest...

Graf, I didnt realise DontHurtSpecies as a flag would be simple, but yeah that would be a good idea.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Hotwax, you are an idiot!

It is not an issue because this particular behavior IS NOT BEING USED BY ANY ID MONSTER!!!

As I said, I have seen 3 or 4 WADs which contain monsters that use an exploding missile and are not immune to it and in all of those it's more or less a problem. The reason there are so few is the simple fact that those monsters are useless with the standard behavior. As opposed to the chaingun behavior which would break a lot of people's way of playing. Now shut up, please!
User avatar
HotWax
Posts: 10002
Joined: Fri Jul 18, 2003 6:18 pm
Location: Idaho Falls, ID

Post by HotWax »

*HotWax forms a picket line to protest the changing of his good and pure Doom code*
User avatar
Nanami
Posts: 1066
Joined: Tue Jul 15, 2003 5:13 pm
Location: That little island pritch created.
Contact:

Post by Nanami »

Graf Zahl wrote:How about adding a DontHurtSpecies flag? That would solve all problems without breaking anything.
I've wanted something like that for a while, as well as a way to define monsters as "species," like how Barons and Hell Knights are the same "species." I wanted to make a new imp that doesn't hurt and doesn't take damage from normal imps.

It could be done in a way like:

1) For the new imp, use Species DoomImp (makes new imp same species as old)
2) For both species, use Species ImpSpecies (defines a new species called "ImpSpecies," and both are put in this species)

You could probably even make complex speicies:

Code: Select all

DoomImp:
Species ImpSpecies, Humanoid

EvilImp:
Species ImpSpecies, Shadow

DarkImp:
Species Shadow, Humanoid

EvilDemon:
Species Shadow

EvilHuman:
Species Humanoid
Might be interesting. ;) Top three couldn't hurt eachother, but different combinations could/couldn't hurt the bottom two.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Species are defined by inheritance. That is, if you create a monster based on an imp it can't hurt imps and cannot be hurt by imps. Anything else would be a little too complex to code.


And HotWax, if you are serious with your last post go back and play with DOOM2.EXE!
User avatar
Nanami
Posts: 1066
Joined: Tue Jul 15, 2003 5:13 pm
Location: That little island pritch created.
Contact:

Post by Nanami »

Graf Zahl wrote:Species are defined by inheritance. That is, if you create a monster based on an imp it can't hurt imps and cannot be hurt by imps. Anything else would be a little too complex to code.[/b]
When was that done?
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49252
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Post by Graf Zahl »

Wait for 2.0.64. Randy said something about it.
User avatar
Nanami
Posts: 1066
Joined: Tue Jul 15, 2003 5:13 pm
Location: That little island pritch created.
Contact:

Post by Nanami »

Maybe it's because I've brought up this topic before. =P
Locked

Return to “Closed Bugs [GZDoom]”