Some questions to damage counting
Some questions to damage counting
Would it be somehow possible to mod sv_awarddamageinsteadkills to even count the actual damage values instead of only 1 point for 100 damage?
_
Can I draw somehow a damage counter at HUD/Automap?
Can I add an Total Damage Done Counter at intermission?
Scoredoom shows me how much damage I've done when I shoot at enemies.
Even with Splash and Impact Damage (Splash was blue and Impact was red if I remember right)
How can I use this feature at GZDoom / Zandronum too?
And a thing about knockback which disturbs me about the doom engine:
If I kill a zombie, only the bullets needed to kill it will actually hit its body. The rest of the bullets are going into the next enemies / wall (which is good, this lets you kill 3 imps in a row for example. This is good and fine). But this has the disadvantage, that small monsters are never really pushed by knockback. If I shoot a pistol zombie with my quad shotgun it just falls down, while a for example cacodemon gets correctly knockbacked far away. And it would make sense that especially smaller enemies got pushed even more away instead of being nearly unaffected of knockback.
Any way to mod the engine to do a better job here?
_
Can I draw somehow a damage counter at HUD/Automap?
Can I add an Total Damage Done Counter at intermission?
Scoredoom shows me how much damage I've done when I shoot at enemies.
Even with Splash and Impact Damage (Splash was blue and Impact was red if I remember right)
How can I use this feature at GZDoom / Zandronum too?
And a thing about knockback which disturbs me about the doom engine:
If I kill a zombie, only the bullets needed to kill it will actually hit its body. The rest of the bullets are going into the next enemies / wall (which is good, this lets you kill 3 imps in a row for example. This is good and fine). But this has the disadvantage, that small monsters are never really pushed by knockback. If I shoot a pistol zombie with my quad shotgun it just falls down, while a for example cacodemon gets correctly knockbacked far away. And it would make sense that especially smaller enemies got pushed even more away instead of being nearly unaffected of knockback.
Any way to mod the engine to do a better job here?
-
- Retired Staff / Community Team Member
- Posts: 2569
- Joined: Sat Jun 02, 2012 2:44 am
RE: Some questions to damage counting
No to all 3. Main problem is figuring out the amount of damage dealt if two people attack the same monster on the same tic.
Last edited by Catastrophe on Wed Jul 15, 2015 9:54 pm, edited 1 time in total.
RE: Some questions to damage counting
For knockback, give the weapon puffs unique damage types and if the monster is killed by them, have them get knocked by by ThrustThing.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===
RE: Some questions to damage counting
And in case of Single Player?
I especially dont know how to do, if possible.
@Ivan I try to understand what you mean later. Thanks so far.
I especially dont know how to do, if possible.
@Ivan I try to understand what you mean later. Thanks so far.
RE: Some questions to damage counting
It's pretty simple, your big Clint Eastwood-style body flinging gun fires custom bulletpuffs that do a custom damage type. By default this doesn't matter for most monsters because they'll behave the same EXCEPT for the ones you define corresponding custom painstates/death states for, in this case your paperweight zombies. You can use that custom death state to do your acrobatics to the monster's body. Honestly all you need is a little Z thrust to get them off the floor and then their existing X/Y momentum carries them through the air. In SST I used a function that multiplied it but shit starts getting weird and buggy if you do that.
Last edited by Ænima on Thu Jul 16, 2015 1:24 am, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)

RE: Some questions to damage counting
@catastrophe: It didnt come to mind directly, but now where I see this thread and your post again:
sv_awarddamageinsteadkills does already count damage. Otherwise this scoring system wouldnt work.
And it was only done 1 point for 100 damage to have less high numbers. (which wouldnt be that high with 2 digits more though -- but that was the reason.. ) and this said Torr Samaho.
Also if you look at scoreboard it sorts already the players. For example all players have zero points, and now I do the first damage on an imp. Then the scoreboards sorts me to first place, also if I'm still at zero points (because of below 100 damage).
So imo this cant be correct what you said?
The game counts the damage. And so it would be doable to show the non-rounded value.
sv_awarddamageinsteadkills does already count damage. Otherwise this scoring system wouldnt work.
And it was only done 1 point for 100 damage to have less high numbers. (which wouldnt be that high with 2 digits more though -- but that was the reason.. ) and this said Torr Samaho.
Also if you look at scoreboard it sorts already the players. For example all players have zero points, and now I do the first damage on an imp. Then the scoreboards sorts me to first place, also if I'm still at zero points (because of below 100 damage).
So imo this cant be correct what you said?
The game counts the damage. And so it would be doable to show the non-rounded value.
-
- Retired Staff / Community Team Member
- Posts: 2569
- Joined: Sat Jun 02, 2012 2:44 am
RE: Some questions to damage counting
That's hard coded into Zandronum. There's no way for mods to currently do something like that. Unless this passes, there is no reliable way unfortunately.
Last edited by Catastrophe on Fri Nov 20, 2015 2:58 am, edited 1 time in total.
- Hypnotoad
- Retired Staff / Community Team Member
- Posts: 528
- Joined: Tue May 29, 2012 8:50 pm
- Location: Britland
RE: Some questions to damage counting
Please support this ticket, I've been asking for the functionality you're after in ACS for a while: http://zandronum.com/tracker/view.php?id=1798
- Torr Samaho
- Lead Developer
- Posts: 1543
- Joined: Fri May 25, 2012 6:03 pm
- Location: Germany
RE: Some questions to damage counting
https://zandronum.com/tracker/view.php?id=1798#c13933Hypnotoad wrote: Please support this ticket, I've been asking for the functionality you're after in ACS for a while: http://zandronum.com/tracker/view.php?id=1798