Some questions to damage counting
Posted: Wed Jul 15, 2015 9:27 pm
Would it be somehow possible to mod sv_awarddamageinsteadkills to even count the actual damage values instead of only 1 point for 100 damage?
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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?