Deleted
Deleted Member
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Post by Deleted on May 13, 2020 6:04:50 GMT -5
That is a shit 3D model. Shading errors all over.
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Deleted
Deleted Member
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Post by Deleted on May 18, 2020 18:16:59 GMT -5
Gameplay mods can be and do literally anything up to and including modifying the map data directly, so there's no benefit to trying to play 4D chess against human imagination for the rest of time. Just make the maps and if someone decides to jump or replace Doomguy with Shadow the Hedgehog and his impassible-line-deactivating M16s that's what they'll do.
By the way, the more vanilla you make your mapsets the more likely people are to run gameplay mods with them since they'll be far less likely to have conflicts. Don't assume that tricking up your mods with dehacked will actually keep away gameplay mods though, since mods like Metadoom can already detect and work around dehacked modifications.
TL;DR let people have their fun.
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dmdr
Doomer
is this how I add a title under my avatar?
Posts: 588
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Post by dmdr on May 24, 2020 4:38:21 GMT -5
alright people on DW have been claiming that the imps can fall off the towers on MAP07, apparently including in complevel 2. I thought that was kinda dodgy and now I'm a bona fide dehacked expert, or something, I made this patch for people to test:
it gives you an infinite ammo rocket launcher in place of the fist, gives the imp 10000 health and no attack, and causes all non-imp monsters to enter their death states when they spawn. It does cause a segmentation fault after a while, guess I'm not as good at dehacked as I thought heh, but you can shoot some imps on the towers with impunity to see if they'll fall off. Preliminary conclusion is this is a complete non-issue but if anyone can get this alleged behaviour to trigger I'd be interested to hear about it.
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on May 24, 2020 9:06:13 GMT -5
The way I see it is that, like video games, doom wads have bugs all the time if youre willing to look for them. Sometimes you miss little things and sometimes it sucks.
I really dislike the current state of gaming where players can get early access to betas or that games get ongoing updates long after release (see the Doom Eternal denuvo anti-cheat crisis that corrupted everyones save files and rendered the game unplayable)
In that way, I do believe we have a pretty big responsibility to be aware of the flaws of the Doom engine and work with them to ensure we are creating good content that cant be easily broken before we put our maps out there.
However I really think we should avoid owning the additional responsibility of correcting maps after release. Its good to be aware, but just take the criticism and answer to it by making better maps in the future.
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Deleted
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Post by Deleted on May 24, 2020 9:19:29 GMT -5
dmdr, your rocket launcher shoots shotgun maximum ammo and is not really infinite. There is only one non-melee weapon you can make infinite without BEX extensions, and that is BFG, and the only way you do that in standard (vanilla) dehacked is by setting BFG Cells/shot to 0. All that "ammo type = infinite" is merely decorative in standard dehacked - it affects what you see, but if the weapon is coded to deplete something, it is coded to deplete. And infinite ammo points results in out of bounds access read, making depleting weapons deplete shotgun maximum ammo. The reason it will work with BFG Cells/Shot = 0 is that while out of bounds read/write still occurs, substracting zero from something doesn't change that something. Of course, you could modify BFG projectile into a rocket one. But no way could you do that without affecting BFG as well, and no, you can't have both a normal and infinite BFG in vanilla too (unlike with BEX). So the engine will apparently segfault when you finally deplete max shotgun capacity and go negative.
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dmdr
Doomer
is this how I add a title under my avatar?
Posts: 588
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Post by dmdr on May 24, 2020 19:39:40 GMT -5
interesting, I noticed the shotgun max ammo depleting but in my case it tended to segfault before I'd fired 100 rockets (having picked up a backpack, but I suppose that the original limit of 50 is still involved somehow). Still, the point isn't really the patch; it's whether things can actually fall off towers in vanilla or not, as per blob's assertion linked above.
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40oz
diRTbAg
Posts: 6,105
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Post by 40oz on May 25, 2020 5:53:07 GMT -5
They can. I was supposed to put monster block lines around the four towers because theres no way to reach the imps if they fall off. I knew this but I think I shut that part of my brain off because it was way more fun to watch the gibs rain off the top of the towers when I used a rocket launcher than to block them with blocking lines just for technical reasons. (Monster block lines stop corpses too unfortunately)
Looking back now, I may have been able to add a monsters only teleporter somewhere on the floor below that fallen survivors could walk into to get back into the arena, but that would have taken a long time to test to make sure it was working as intended on a map like this.
There is an archvile on the map, does it still count as 100% kills if you let the archvile resurrect a few monsters to replace the ones you lost? Or is it a requirement of UV Max to kill every monster at least once?
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Deleted
Deleted Member
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Post by Deleted on May 25, 2020 8:40:42 GMT -5
How the fuck can they ever fall ALIVE in complevel 2? Unless they got stuck on a stair since the tower is made two levels, but there is no way they could be pushed back into the pit.
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SilverMiner
You're trying to say you like DOS better than me, right?
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Post by SilverMiner on Jan 6, 2024 13:58:12 GMT -5
dbp23 been played for three hours now.
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