[Not a bug] Maybe something to do with grafs hitscan bug?
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- Lexus Alyus
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Maybe something to do with grafs hitscan bug?
On the subject of hitscan weapons I'm sure the behavour has been changed. Now I'm not saying that I want aoriginal doom support and this will probably mean nothing once this weapon code is done, but at present it makes dehacked a little limited...
Basically, in Doom, when you changed the bullet puff to, say, a rocket explosuion you would get super cool explosive shells and stuff... of course it worked both ways (making the spidermastermind a true nightmere ) but it was cool... now, I try that with Zdoom and the explosion happens on a wall, but just reverts to normal bullet behavour on a monster... this is not right... but I'm no tsure weather it needs seeing to as this new wqeapon code will obsolete this problem... just thought I'd bring it up is all...
On a side note,I wanted to create a sword that replaced the fist... basically the bullet puff would be replaced with the BFG splash, so when you hit something anything in the vacinity of your sight would get pummeled too , but it didn't work cus the puff code is different...
Okay, I just thought I'd mention this...
Basically, in Doom, when you changed the bullet puff to, say, a rocket explosuion you would get super cool explosive shells and stuff... of course it worked both ways (making the spidermastermind a true nightmere ) but it was cool... now, I try that with Zdoom and the explosion happens on a wall, but just reverts to normal bullet behavour on a monster... this is not right... but I'm no tsure weather it needs seeing to as this new wqeapon code will obsolete this problem... just thought I'd bring it up is all...
On a side note,I wanted to create a sword that replaced the fist... basically the bullet puff would be replaced with the BFG splash, so when you hit something anything in the vacinity of your sight would get pummeled too , but it didn't work cus the puff code is different...
Okay, I just thought I'd mention this...
Are you sure this used to work in Doom2.exe? If you change the bullet puff to be explosive it will explode - if it is generated. However, enemies are usually set to bleed, rather than produce puffs. If you hit one with a hitscan weapon, it will not produce puffs and so you will not get your explosions.
Solution: Make the blood splats explosive too (makes getting hit even more dangerous) or make all enemies have the puffs vs bleeds bit set.
Solution: Make the blood splats explosive too (makes getting hit even more dangerous) or make all enemies have the puffs vs bleeds bit set.
- Lexus Alyus
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- Graf Zahl
- Lead GZDoom+Raze Developer
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Not blood splats. That code was a little too messy for a quick change. The blood splats are hard coded in the engine.Xaser wrote:When .64 comes out, you can define your own bullet puffs and blood splats to be used with a particular weapon. Then, you could create one which uses the explosion for both of them, and get ready for some fun!!!
But you can define puffs that puff on both walls and actors.
- Cutmanmike
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http://www.zcutty.cjb.net Check the misc section
- Lexus Alyus
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- Lexus Alyus
- Posts: 4220
- Joined: Tue Jul 15, 2003 5:07 pm
- Location: Nottingham, UK
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Where is the puff for hitting actors? Can you do this with the BFG code pointer? Basically it would have that splash damage thing that the BFG does... so annoyingly... I think it would be cool for something like "The Death Reaper" (TM) Sword or something... if you hit something it's evil touch rips the souls from nearby monsters in your sight... I think that's cool!