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Posted: Fri Nov 25, 2005 2:57 pm
by TheDarkArchon
Assault gun was my WOC for most of the game.
Posted: Fri Nov 25, 2005 3:05 pm
by Belial
I meant the programmer fight.
In general, grenades + rockets + mauler for serious enemies, assault gun for acolytes, spiders and the floating bots.
Edit: The weapon test I just did revealed another weird thing about ZDoom. The programmers lightning bolts can kill you in 1 shot even when you have max health/armor + max health items. In vanilla that's enough to survive 5-6 hits.
Posted: Fri Nov 25, 2005 3:48 pm
by Deathsong12
Belial wrote:Edit: The weapon test I just did revealed another weird thing about ZDoom. The programmers lightning bolts can kill you in 1 shot even when you have max health/armor + max health items. In vanilla that's enough to survive 5-6 hits.
Probabbbly more vertical movement weirdness.
Posted: Fri Nov 25, 2005 3:58 pm
by Belial
That's possible, but actually I'd expect something like bypassing the auto-use health item routine due to excessive damage.
Posted: Fri Nov 25, 2005 4:26 pm
by Deathlike2
That's possible, but actually I'd expect something like bypassing the auto-use health item routine due to excessive damage.
I don't recall ZDoom having a switch for it.. I know that you have the ability to switch auto-use health on and off in vanilla Strife..
Certain things that didn't seem to be considered though...
Poison arrows are always good for acolytes..
Using the flamethrower isn't a bad alternative to the assault gun.. it is very effective against the annoying spiders.. (it is not as handy vs those flying bots though)
Posted: Fri Nov 25, 2005 4:36 pm
by Deathlike2
Belial wrote:Umm... WTF? I've played that exact part of the game a few hours ago and phosphorous grenades sure as hell don't make a difference. In fact, they are quite useless. Normal grenades and missiles are the most useful weapons.
They are not as useful because it is only effective if the enemies are clumped together.. and in most parts of the game.. this is not the case. The only case I can think of is The Lab (Map 27) where the "bodies" are kept (with many health items).. the acolytes that spawn in that area are easily killed with the phosphor grenades...
The programmer (and the bishop...) is very easy to kill using the grenades .. if you can draw it towards the areas without the ceilings and aim properly, the fire will eat up the boss in no time. (This may be difficult with the loremaster as you need to get him into a closed area, which there isn't too much of)
Posted: Fri Nov 25, 2005 5:04 pm
by Enjay
Just wondering, should any of those bosses have the NORADIUSDMG flag to stop them being easy prey for the phosphor grenades?
Posted: Fri Nov 25, 2005 5:20 pm
by TheDarkArchon
No. It would make regular grenades useless against them. Besides, the only grounded boss is the bishop: The rest get thrusted out of the reange of the flames.
Posted: Fri Nov 25, 2005 5:33 pm
by Graf Zahl
The boss definitions are ok. The main fight is against the spectre so what would be the point of making the Bishop more resistant? He's got only 500 hit points anyway.
Posted: Fri Dec 02, 2005 10:37 pm
by DoomRater
Deathlike2 wrote:
I don't recall ZDoom having a switch for it.. I know that you have the ability to switch auto-use health on and off in vanilla Strife..
Certain things that didn't seem to be considered though...
In Hexen the default behavior was to auto-use health on easiest but not on the other difficulties. There was no switch for it either... and if it were to be added there should be a deathmatch sensitive flag as well.
Posted: Tue Apr 18, 2006 3:38 pm
by Graf Zahl
Fixed. And btw, all the necessary checks have been exposed through Decorate.

Posted: Tue Apr 18, 2006 4:07 pm
by Deathlike2
This will be probably the first thing I'll check when the next release of ZDoom comes out (or a GZDoom version with some of the fixes in place).
I still have to see if some of the other fixes are done properly... but it sounds like there is good progress...
Though, the status of the floating point version of ZDoom concerns me as these fixes are for the non-floating point version...
Posted: Tue Apr 18, 2006 4:13 pm
by Graf Zahl
Indeed. Right now I'd consider the floating point code a dead issue. After Randy practically abandoned it half a year ago there was significant development on the old version so it may be necessary to start from scratch.
Posted: Tue Apr 18, 2006 4:58 pm
by dennisj1
Couldn't the FP code from that FP-test build (of 2.1) be integrated?
Posted: Tue Apr 18, 2006 5:12 pm
by Deathlike2
dennisj1 wrote:Couldn't the FP code from that FP-test build (of 2.1) be integrated?
Depending on where the FP code was forked from the non-FP code... and judging by the number of bugs fixed since .98.. I suspect the answer is no.