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[Fixed] a "ghost imp" in Ultimate Doom?

Thu, 31 Jan 2008 17:49:44

appelzin3

Some weeks ago I was playing Vavoom 1.25 with Ultimate Doom E2M3 when suddenly one of the imps started behaving strange. It follows you, shoots imp fireballs and it doesn't walk through walls, but bullets and projectiles go through it, rocket explotions won't hurt it and you can pass through that imp. I saved the situation as the savegame: <!-- m --><a class="postlink" href="http://www.geocities.com/gearlost/misc3/125_e2m3_ghostimp.zip">http://www.geocities.com/gearlost/misc3 ... ostimp.zip</a><!-- m --> Can anyone else check that savegame? Does that happen to anyone else? It's for Vavoom 1.25 and the savegame doesn't seem to load with 1.26. (The health and ammo are a bit low, so hit "god" to the console first.) But yesterday I was playing Vavoom 1.26 with Bak2hell.wad and a same kind of ghost imp appeared again. bak2hell.wad: <!-- m --><a class="postlink" href="http://www.doomworld.com/idgames/?id=6103">http://www.doomworld.com/idgames/?id=6103</a><!-- m --> I saved that situation as a savegame in here: <!-- m --><a class="postlink" href="http://www.geocities.com/gearlost/misc3/126_bak2hell_ghostimp.zip">http://www.geocities.com/gearlost/misc3 ... ostimp.zip</a><!-- m --> Before anything odd occured both imps had a monster infight with a lost soul. I'm not sure did I shoot the lost soul or did the imp, but after that the imp had turned as a ghost. With that E2M3 savegame if I go all the level through and clear all the other monsters (execpt that odd imp) I can get 100% kills. So offically that imp is already dead! But how? Should't ghost monsters occure with Doom2 Archviles only?
Sat, 02 Feb 2008 14:17:47

Firebrand

I've got the same in some other maps, considering that infighting lost souls and any other enemy in doom produce similar results, my guess is that there's something odd in the code where lost souls damage other monsters <!-- s:? --><img src="{SMILIES_PATH}/icon_confused.gif" alt=":?" title="Confused" /><!-- s:? --> . I'll give it a check and see if I can find the problem <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 09 Feb 2008 09:34:32

BlackJar72

I've seen this with imps, spectres, chaos serpents, and ettins. I seems to happen occassionally (but rarely) from monster in fighting and OFTEN from Hexen's Maulotaur. It seems the problem is that the monster dies (going to no blocking and non-shootable) without entering the death state -- so it keeps walking. I've seen it in 1.25 and 1.26. The solution: go to progs/comon/linespec and edit ScriptedEntity.vc, all you need to do is add the following code to the very beginning of the A_Chase function: if (Health < 1) { SetState(FindState('Death'));; return; } ...this will cause dead monster that haven't properly died yet to do so. The recompile you progs for any one game and put the new line spec into the common basepak, and its fixed. I did this and have not had a ghost monster since. I'm attaching my complete (1.25) scripted entity file just incase anyone wants to look.
Sat, 09 Feb 2008 09:35:59

BlackJar72

I've seen this with imps, spectres, chaos serpents, and ettins. I seems to happen occassionally (but rarely) from monster in fighting and OFTEN from Hexen's Maulotaur. It seems the problem is that the monster dies (going to no blocking and non-shootable) without entering the death state -- so it keeps walking. I've seen it in 1.25 and 1.26. The solution: go to progs/comon/linespec and edit ScriptedEntity.vc, all you need to do is add the following code to the very beginning of the A_Chase function:
	if (Health < 1) {
		SetState(FindState('Death'));
		return;
	}
...this will cause dead monster that haven't properly died yet to do so. The recompile you progs for any one game and put the new line spec into the common basepak, and its fixed. I did this and have not had a ghost monster since. I'm attaching my complete (1.25) scripted entity file just incase anyone wants to look.
Sat, 09 Feb 2008 09:37:19

BlackJar72

Sorry abou tthe double post, I'm new to this system.
Sat, 09 Feb 2008 17:17:27

Firebrand

This one is already fixed in the latest SVN revision, the problem was in the special pain states for new damage type definitions, slamming skulls make melee damage, so when the actors were killed they entered to their melee attack, that produced a jump to the normal walking frames of the enemies, making them ghosts <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->, if you want to check the changes needed for this, check the SVN repository on the SF.net project page for Vavoom <!-- s:) --><img src="{SMILIES_PATH}/icon_smile.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 23 Feb 2008 18:22:07

BlackJar72

I hate to break you bubble, but I've seen this first hand in the newest version (1.26, right? -- that's where I saw it). This is especially bad because it maulitaurs cause it a lot and a new bug in the new version cause maulotaurs to appear sontaneously at the beginning of some levels (map02, map06, and map07 of the orignial Hexen wad, that I know of).
Sat, 23 Feb 2008 18:50:06

Firebrand

Yes, you'll have to wait for the next release or compile the source from the SVN repository to see this fixes :).
Wed, 26 Mar 2008 09:26:46

Nuxius

Good thing this got fixed, as it made the latest official release of Vavoom unplayable for me.

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