CompetitiveWeapons - The RNG remover (1b)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Ru5tK1ng
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RE: CompetitiveWeapons - The RNG remover (1b)

#21

Post by Ru5tK1ng » Thu Nov 12, 2015 10:47 pm

Monsterovich wrote:
Zeberpal wrote: I remember Monsterovich or somebody made a similar mod thread
Yeah, I was the first who posted that.
Zeberpal wrote: but everyone bashed with criticism on him aka Doom is random and all. But it seems most approve it in this thread. Interesting.
Just wait a little, deathmatch fags professionals will come soon. They really approve random because it's a TRUE DOOM GAMEPLAY.
CombineBobNT also made a no random Wad long ago and it was brushed under the rug as well. However, you did more than change the weapons. You messed with the monsters' behavior and most people don't mind the monster RNG that much. If you had just removed the random from the weapons, you might have received a much more positive reception. Oh, and NOT claiming that your mod was better than 99% of mods would have helped as well.
Doomkid wrote: I'm glad you understand it was just a joke, I actually got a few messages afterwards that were telling me I had turned my back on the community and other such shit for partaking in the joke threads.. I have no idea how people got that impression.
What you forget is that it doesn't take much at all to trigger people in this community. You still managed to do it despite having zero intent. :cry:
Projects

EonDM - With Hatred as my sidekick.
RageCTF - Made 1 map and did much more.
DBAB LMS - Pack made for Last Man Standing.
EonWeapons - Improve vanilla weapons and add stuff for kicks.
Progressive Duel - Leaving the old behind.
IDL201X CTF - Maintaining since 2013.
Strife AA - Helped tested + 1 map

Kara Kurt
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RE: CompetitiveWeapons - The RNG remover (1b)

#22

Post by Kara Kurt » Thu Nov 12, 2015 11:17 pm

Decay wrote: I don't get it. Are we supposed to be impressed the mod makes long distance frags more consistent because the SSG pattern favours centered hits? You have the cross pattern of the mod versus the box-like pattern of the vanilla and we are supposed to impressed that, at a distance with the gun centered on a stationary target, it does more consistent damage?
No. The video is only meant to summarize the main features of the little mod, also responding few questions about the consistency of damage, posted back. Doesn't matter if the target is static as I also intended to show how much damage can be done at such and such distance since the mod removes random spread.
Yes, mod makes long range frags more consistent, doesn't mean it makes more damage at distance and anyway the test is too short to confirm it.

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Monsterovich
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RE: CompetitiveWeapons - The RNG remover (1b)

#23

Post by Monsterovich » Thu Nov 12, 2015 11:19 pm

You messed with the monsters' behavior and most people don't mind the monster RNG that much.
I still remember some funny situations when I had low hp and I MAGICALLY died/survived in survival cooperative. It's just because monster damage factor can differ in 8 times!!! (and 3 times for hitscan)
I guess, RNG should be removed in survival too (especially for revenants!) If you want to play a regular cooperative, just don't use my mod. There you may respawn every time you want!
Oh, and NOT claiming that your mod was better than 99% of mods would have helped as well.
I was joking, but actually 99% of PvP mods have random damage.

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Empyre
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RE: CompetitiveWeapons - The RNG remover (1b)

#24

Post by Empyre » Fri Nov 13, 2015 4:19 am

Maybe a compromise would be in order: Instead of, for example, just Random(1 20), make it 10 + Random(1 10). There would still be a random element, but there would also be a non-random element.

EDIT: I just realized that would give the same maximum, but a higher average. Some further tweaking is needed, but I hope you get the idea.
Last edited by Empyre on Fri Nov 13, 2015 4:22 am, edited 1 time in total.
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RE: CompetitiveWeapons - The RNG remover (1b)

#25

Post by Arctangent » Fri Nov 13, 2015 8:38 am

Monsterovich wrote: (and 3 times for hitscan)
Actually, I believe it's 5 for monster hitscans, although the custom hitscan function for ZDoom does default to 3 times, likely to mimic the player's hitscans.

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Monsterovich
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RE: CompetitiveWeapons - The RNG remover (1b)

#26

Post by Monsterovich » Fri Nov 13, 2015 12:47 pm

Arctangent wrote:
Monsterovich wrote: (and 3 times for hitscan)
Actually, I believe it's 5 for monster hitscans, although the custom hitscan function for ZDoom does default to 3 times, likely to mimic the player's hitscans.
but ZDoom wiki A_CustomBulletAttack says:
Unless the NORANDOM flag is set, this is multiplied by a random value between 1 and 3.
Last edited by Monsterovich on Fri Nov 13, 2015 12:49 pm, edited 1 time in total.

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RE: CompetitiveWeapons - The RNG remover (1b)

#27

Post by Combinebobnt » Fri Nov 13, 2015 5:42 pm

Zombie men can do 3 and 15 damage, it's a 5x multiplier

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RE: CompetitiveWeapons - The RNG remover (1b)

#28

Post by Arctangent » Fri Nov 13, 2015 6:20 pm

Monsterovich wrote:
Arctangent wrote:
Monsterovich wrote: (and 3 times for hitscan)
Actually, I believe it's 5 for monster hitscans, although the custom hitscan function for ZDoom does default to 3 times, likely to mimic the player's hitscans.
but ZDoom wiki A_CustomBulletAttack says:
Unless the NORANDOM flag is set, this is multiplied by a random value between 1 and 3.
... Why, yes, that is exactly what I wrote.

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RE: CompetitiveWeapons - The RNG remover (1b)

#29

Post by Kara Kurt » Sat Nov 14, 2015 8:50 am

Hosted a server in [BE] to give it a shot in duel and I noticed a delay with the SSG when holding fire button; shots appear to come out before animation.

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