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RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 18, 2012 12:26 am
by Llewellyn
doomquake777 wrote: Oh, alright just wasn't sure if it was a bug or not.
Now what would be cool would be a velocity check hack to see if when you bumped something with the fist running at full speed it counted as a punch >:D

RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 18, 2012 12:57 am
by Ænima
Llewellyn wrote:
doomquake777 wrote: Oh, alright just wasn't sure if it was a bug or not.
Now what would be cool would be a velocity check hack to see if when you bumped something with the fist running at full speed it counted as a punch >:D
Cool idea. I'll look into it. Actually shouldn't be that hard.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 18, 2012 1:31 am
by ALIENwolve
Ænima wrote:
Llewellyn wrote:
doomquake777 wrote: Oh, alright just wasn't sure if it was a bug or not.
Now what would be cool would be a velocity check hack to see if when you bumped something with the fist running at full speed it counted as a punch >:D
Cool idea. I'll look into it. Actually shouldn't be that hard.
The derpest thing, sprinting around with your fist out.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 18, 2012 1:59 am
by Ænima
Well we could make it so that it only works if you charge at an enemy in a straight line. Or something. Iunno.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 18, 2012 2:59 am
by Llewellyn
Ænima wrote: Well we could make it so that it only works if you charge at an enemy in a straight line. Or something. Iunno.
I think it would be quite hilarious to clothesline an Imp.
Maybe if it only worked with berserk, and sent them flying via knockback.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 18, 2012 7:46 pm
by doomquake777
I found a couple of bugs. 1 If you have a zombie guy of any type shooting at you from too far a distance the projectiles disappear before they hit you. 2 If you are crouching there is no way for a Zombie of any type to hit you because they always shoot straight. even if Smart aim is enabled they still only shoot over your head while your crouching.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Thu Jul 19, 2012 8:51 pm
by DevilHunter
doomquake777 wrote: I found a couple of bugs. 1 If you have a zombie guy of any type shooting at you from too far a distance the projectiles disappear before they hit you. 2 If you are crouching there is no way for a Zombie of any type to hit you because they always shoot straight. even if Smart aim is enabled they still only shoot over your head while your crouching.
That could be the fact that Crouching was never made into the original doom. Fact, it was coded into a really long message when Skulltag was first born, and later removed.. as Crouching is now default/User Choice.

I don't think there could be a way for any monster to shoot you while crouching, that unless you went lower.. as in on a lift.

EDIT: no clue why it double posted.. That's a first

RE: Super Skulltag v1.4 - rc3 released!

Posted: Thu Jul 19, 2012 8:55 pm
by Llewellyn
DevilHunter wrote: I don't think there could be a way for any monster to shoot you while crouching, that unless you went lower.. as in on a lift.
Stand still and crouch. Any monster firing projectiles aim at your center.

Imps will snipe you while crouching from miles away, but if you crouch AFTER they've fired they'll miss.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Fri Jul 20, 2012 11:46 pm
by doomquake777
Llewellyn wrote:
DevilHunter wrote: I don't think there could be a way for any monster to shoot you while crouching, that unless you went lower.. as in on a lift.
Stand still and crouch. Any monster firing projectiles aim at your center.

Imps will snipe you while crouching from miles away, but if you crouch AFTER they've fired they'll miss.
Even if you are already crouching they will still fire straight over you instead of down toward you. Other mods such as Brutal Doom don't have that issue which is why I thought it was a Bug with Super Skulltag.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Fri Jul 20, 2012 11:50 pm
by Llewellyn
doomquake777 wrote: Even if you are already crouching they will still fire straight over you instead of down toward you. Other mods such as Brutal Doom don't have that issue which is why I thought it was a Bug with Super Skulltag.
I was pointing out that Devilhunter was incorrect in saying that normal monsters cannot correctly target crouched players and that you would be correct.

On a side note, the Zombieman (and I assume the other zombies) have a pitch in their fire state specified but no pitch flags, meaning the pitch offset is being ignored...

RE: Super Skulltag v1.4 - rc3 released!

Posted: Fri Jul 20, 2012 11:57 pm
by Ænima
Yeah he's right. Go up to a chaingunner and suck his dick. He won't be able to shoot you. With his gun. His chaingun.

Never really been sure what causes this. Louwellin: See if you can investergate the cause since you seem to be good at diagnostic (and also because i'm away from home right now and can't look for myself).

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sat Jul 21, 2012 12:24 am
by Llewellyn
I think I've figured it out.
For some reason, projectiles target the original Doomguy's center, while hitscans target your CROUCHED center.
Because the bullets that are being fired have a height of 1, they don't hit you, whereas a DoomImp's fireball is large enough to clip into the top of your head.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sat Jul 21, 2012 12:37 am
by Ænima
I could've sworn i gave them a height of 8 ...

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sat Jul 21, 2012 12:41 am
by Llewellyn
Ænima wrote: I could've sworn i gave them a height of 8 ...
Nope, 1.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sat Jul 21, 2012 12:45 am
by Ænima
Oki doki then. Will be fixed.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sat Jul 21, 2012 12:51 am
by Llewellyn
Ænima wrote: Oki doki then. Will be fixed.
I tried 8, didn't help.
EDIT: I lied (not really) I changed the wrong decorate. 8 works fine.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Sat Jul 21, 2012 5:54 am
by doomquake777
Ænima wrote:Yeah he's right. Go up to a chaingunner and suck his dick. He won't be able to shoot you. With his gun.
That made my day!!! I cracked up when I read that. I'm happy that it is being looked into because the levelset I am working on right now requires Jumping and crouching. plus the way it is now you could just crouch through any level and the Zombies would be no problem.

RE: Super Skulltag v1.4 - rc3 released!

Posted: Tue Jul 24, 2012 7:21 pm
by doomquake777
Is anything going to be done about zombie bullets disappearing into thin air after they have traveled too far a distance?

RE: Super Skulltag v1.4 - rc3 released!

Posted: Tue Jul 24, 2012 7:38 pm
by Llewellyn
doomquake777 wrote: Is anything going to be done about zombie bullets disappearing into thin air after they have traveled too far a distance?
It has to be done like that because they don't physically interact with the world so if you don't destroy them after a certain amount of time they just keep on going...

RE: Super Skulltag v1.4 - rc3 released!

Posted: Wed Jul 25, 2012 12:40 am
by doomquake777
Llewellyn wrote:
doomquake777 wrote: Is anything going to be done about zombie bullets disappearing into thin air after they have traveled too far a distance?
It has to be done like that because they don't physically interact with the world so if you don't destroy them after a certain amount of time they just keep on going...
Isn't it possible to just make them travel until they hit any solid wall?