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[1.33] DOOM2.WAD relies on a fixed bug

Sat, 05 Mar 2011 06:15:42

b0rsuk

In map29 (Spirit World), when you jump down the river of blood, there's a cage with Pain Elementals. It's made of linedefs you can shoot, but not walk through. In vanilla Pain Elementals can (somewhat unreliably) shoot skulls through the fence. In Vavoom,
Sat, 05 Mar 2011 06:46:08

Crimson Wizard

Hmm, if you are correct, that's an interesting case of a bug that serves as a feature. <!-- s;) --><img src="{SMILIES_PATH}/icon_wink.gif" alt=";)" title="Wink" /><!-- s;) --> Anyway, From p_entity_world.cpp (vavoom engine source):
VEnti
Sat, 05 Mar 2011 07:59:59

b0rsuk

Ah. I thought maybe I could use it to create projectiles that don't pass through lines impassable for players. I wanted to reimplement melee weapons that way. Do you know how that might be accomplished differently ? Something with tmtrace_t ?
Sat, 05 Mar 2011 08:17:31

Crimson Wizard

[quote="b0rsuk":2fjha0fu]Ah. I thought maybe I could use it to create projectiles that don't pass through lines impassable for players. I wanted to reimplement melee weapons that way. But why? <!-- s:? --><img src="{SMILIES_PAT
Sat, 05 Mar 2011 08:34:08

b0rsuk

[quote="Crimson Wizard":2yi2s0tm][quote="b0rsuk":2yi2s0tm]Ah. I thought maybe I could use it to create projectiles that don't pass through lines impassable for players. I wanted to reimplement melee weapons that way. B
Sat, 05 Mar 2011 08:43:03

Crimson Wizard

[quote="b0rsuk":lfcft7at][quote="Crimson Wizard":lfcft7at][quote="b0rsuk":lfcft7at]Ah. I thought maybe I could use it to create projectiles that don't pass through lines impassable for players. I wanted to reimplement melee w
Sat, 05 Mar 2011 08:56:36

b0rsuk

[quote="Crimson Wizard":184dhsqu] EDIT: Wait..... perhaps I don't understand correctly. Do you mean you want to change those projectiles that are fired by Fighter's hammer and quietus? or make melee attacks be simulated by projectiles? <!-- s:?
Sat, 05 Mar 2011 09:06:23

Crimson Wizard

I see. But I really believe this all could be implemented for normal melee attacks. Perhaps it will require more hacking, yet it's possible.
Sat, 05 Mar 2011 09:47:24

b0rsuk

[quote="Crimson Wizard":169bfgyh]I see. But I really believe this all could be implemented for normal melee attacks. Perhaps it will require more hacking, yet it's possible. And why do you think it's worth it implementing it vi
Sat, 05 Mar 2011 09:52:10

Crimson Wizard

[quote="b0rsuk":20562ttj][quote="Crimson Wizard":20562ttj]I see. But I really believe this all could be implemented for normal melee attacks. Perhaps it will require more hacking, yet it's possible. And why do you thi
Sat, 05 Mar 2011 11:28:09

b0rsuk

[quote="Crimson Wizard":3ol1vi64][quote="Crimson Wizard":3ol1vi64] Umm... because I don't like the idea of creating an extra projectile to simulate melee attack. Occam's Razor <!-- s:-) --><img src="
Mon, 07 Mar 2011 16:07:30

Firebrand

Maybe a compatibility option for this is the best way to fix it.

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