Kill ratio option for respawning monsters

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Cyberdemon531
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Kill ratio option for respawning monsters

Post by Cyberdemon531 »

Natively G/ZDoom recounts monsters at the end and adds up an accurate kill ratio based on total monsters on the map, rather than on how many monsters were on the map originally. It would be cool if there were an option to restore how this functions in vanilla, where if you kill more than the base number of monsters, the kill ratio rises above 100%.
The reason I ask is mainly because of the UV -respawn speed running category being a pain to calculate when running on these ports. A simple menu option to change this wouldn't hurt anybody, would it?
Gez
 
 
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Re: Kill ratio option for respawning monsters

Post by Gez »

ZDoom isn't designed for this. It has too many features that aren't restrained to the limits of what vanilla allows.

What do you do with monsters that are spawned by scripts? How do you deal with monsters that are spawned by other actors?
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XutaWoo
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Re: Kill ratio option for respawning monsters

Post by XutaWoo »

Gez wrote:ZDoom isn't designed for this. It has too many features that aren't restrained to the limits of what vanilla allows.

What do you do with monsters that are spawned by scripts? How do you deal with monsters that are spawned by other actors?
Presumably, they get treated the same as respawned monsters since they're added to the kill count after the base maximum has been initialized. Isn't that what happens if you use DEHACKED to make Lost Souls count?
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Re: Kill ratio option for respawning monsters

Post by NeuralStunner »

ZDoom dynamically adjusts the max Kills/Items/Secrets whenever those counts change. (Specifically to avoid vanilla's "over max" bugs.)

I think I've got this right:" Any time an actor gains COUNTKILL (whether it's spawned by any means, or a manual flag setting) the count increases. When that flag is removed (unset, or the actor deleted), the count decreases. Respawning monsters count as new actors. Revived ones don't, but they're treated as a special case.

Granted, I don't know for sure what use ZDoom is for speedrunning, since it loses demo compatibility easily. It's also subject to occasional subtle changes in behavior compared to Vanilla Doom. (For example, did you know that crushers still incorrectly go all the way to the floor?)

I suppose you could make your demos into videos, but is that actually valid in competitions?

If you want a quality, modernized port with good demo support, I would recommend Eternity Engine.
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