[0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animation
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Re: [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animatio
I don't think there's anything wrong with fixing what are clearly bugs. One example that I've brought up several times is the spinning Cerberus in E3M7 (which NoOne ended up fixing in both BloodGDX and NBlood)
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Re: [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animatio
Agreed. NBlood already has a vanillaMode guard flag for these things so it could be applied here as well. Of course first we need to find out what these changes are.
But don't you dare call them bugs! I think some people at Doomworld would have a word with you...
But don't you dare call them bugs! I think some people at Doomworld would have a word with you...
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Re: [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animatio
First there's the Mini-Calebs enemys burning death animation that turns into a normal size Caleb in the original. Second there's Fantatics turning in Cultist on death, If I'm not misstaken. There may be more enemies among the monk types that change to a different type on death, possibly also when underwater. Phredreeke might know with more certainty.
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Re: [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animatio
The mini-Calebs issue hasn't seen a demo compatible fix yet iirc.
I think Commonloon tried something in NBlood a while ago, but the fix had to be reverted because it caused desyncs.
I think Commonloon tried something in NBlood a while ago, but the fix had to be reverted because it caused desyncs.
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Re: [0.3.4-11-g5d8f00814] [Blood] Wrong enemy death animatio
How dare you call them bugs! Dungeon! 4096 years dungeon!Graf Zahl wrote:But don't you dare call them bugs! I think some people at Doomworld would have a word with you...
In all seriousness a vanilla compatibility flag isn't a bad idea.