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NO RANDOOM
Posted: Thu Aug 28, 2014 4:40 pm
by Monsterovich
NO RANDOOM
This mod fixes the main disadvantage of doom.exe - randomness. Yes, random is gone. My project's pk3 size is only 5 kb and my mod is better than 99% of mods. Why?
The game is 100% fair. For example: in original doom revenant's fireball does 10-80 dmg, that means damage sometimes could be 8x higher or lower. With norandoom it's ALWAYS 45. Norandoom uses average value of damage. All actors from doom2 were replaced. (except marines - in future, ok?)
Serious problems:
- Hitscan's spread is still random. Yes, it's fixable, but not easy. I'll think about this.
- Impossible to remove random from bfg spray. A_BFGSpray just has no "no random" flag. Enjoy zdoom! This may be fixed only by making custom acs function to replace A_BFGSpray. Remember, currently, damage is sum of 15 random values between 1 and 8. BFGSpray's damage is less random than other weapons.
- A_Saw provides no way to disable random damage. It's available only in 2.5.0. Chainsaw's damage wasn't fixed.
Download 1.1
Advice to all modders: remove randomness from our mods. Make the game fair!
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 4:56 pm
by Hypnotoad
Just a note, not everyone wants randomness removed from doom or their wad, many people find it a desirable quality that can increase unpredictability, so you shouldn't present this as if it were 'fixing' something that's 'broken'.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 5:15 pm
by Monsterovich
Hypnotoad wrote:
that can increase unpredictability
I don't think so and I know that PvP gamemode without random is
more fair than with.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 5:35 pm
by Zanieon
Integer damage formulas = Deathmatch
Random damage formulas = Cooperative/Single-Player
That is a rule even before Doom, it born in the early DOS games, and always served as a "fear" meter for enemies, especially the stronger ones, like Revenant as you said, with fixed damage, they simply lost half of their respect in the terms of "who rapes you faster", pratically removing all the challenge of dodge/evade attacks or hide from the fuckin GPS-fire of Archvile, same applies to Cyberdemon, theres no much reason to dodge his rockets if you can Tank at least 2 of them in da face with Megasphere.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 6:07 pm
by Monsterovich
Revilution wrote:
Random damage formulas = Cooperative/Single-Player
In survival gamemode too? For example: I had 70 hp and was killed by revenant's fireball that did 80 dmg to me, but my ally lost only 10 hp by the same fireball. Is this fair?
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 6:40 pm
by Untitled
Hypnotoad wrote:
Just a note, not everyone wants randomness removed from doom or their wad, many people find it a desirable quality that can increase unpredictability, so you shouldn't present this as if it were 'fixing' something that's 'broken'.
Even still, 10-80 damage (70 damage difference!) is dumb. 30-60 would be a better damage curve.
It also matters less on things that attack rapidly, since if you get hit by multiple attacks, probability will average out the results.
Revilution wrote:
same applies to Cyberdemon, theres no much reason to dodge his rockets if you can Tank at least 2 of them in da face with Megasphere.
Cyber rockets do a steady 218 now; even with a Megasphere, that will kill you.
I think the main point comes down to the fact that the OP clearly wanted to make doom more "static", as in, if you play with the exact same skill level with the exact same mistakes, the run should also be the exact same; if a particular level of skill and mistakes is enough to pass a level, it should be enough to pass a level every time. That's why everyone hates revenants. While they /usually/ three-shot you, they have a more-than-probable chance that they will two-shot you instead. And god knows everyone loves spamming some revenants.
Still though, on the side of random damage, it basically comes down to the fact that not knowing if an attack can kill you is half the fun. I call it theory of
damage potential. I don't really measure attack deadliness by how much damage it does on hit or how quickly it results in your death (unless it's particularly egregious), I measure it in how fast it could
potentially invoke death. Damage Potential comes up a lot in balance; some damage numbers are statistically not things you can trust, but random values mean that there's some level of difference. If an attack has a random damage curve of 20-160, it's actually a lot better than straight 90 damage, because 100-160 means that 50% of the time it can one-shot a player.
So there is something to be said for random damage.
Still, screw revenants and their 10-80 damage. Go to hell for that.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 6:44 pm
by Dynamo
What's the big deal? If you don't want removal of random damage, don't play this mod. Simple really.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 6:59 pm
by Hypnotoad
Monsterovich wrote:
Hypnotoad wrote:
that can increase unpredictability
PvP gamemode without random is
more fair than with.
Maybe if a competition hinged on a single game with a low frag count, but over a sufficient amount of games or frags it's not a big deal with PvP as the average damage per shot dealt will statistically approach its 'expected value' with more and more certainty, meaning over enough games/frags who wins will still boil down to who played better (not counting network factors), and the randomness does not introduce any bias which favors one player any more than another player.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 7:04 pm
by Ivan
Well while the average damage idea sounds good don't you think it's a bit high for certain things? 45 damage for a revenant projectile no matter what is kind of worse than it's normal part, when you think about it.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 7:50 pm
by Disguise
Doom is fine as it is thank you very much.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 8:13 pm
by Cruduxy
Rofl you want to make doom2 Iwad fair? That thing is stupidly easy and beatable on nightmare.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 8:18 pm
by Monsterovich
Cruduxy wrote:
Rofl you want to make doom2 Iwad fair? That thing is stupidly easy and beatable on nightmare.
Why iwads? This mod is for any classic levelset. And "easy/hard" does not mean "fair/unfair". It's just that when something is easy it doesn't really matter whenther it's fair.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 8:49 pm
by Ijon Tichy
Oneshot v7 does this better with oneshot_norandom - it actually unrandomizes the saw, and you can turn it on and off at will.
[/selfpimp]
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 9:16 pm
by Monsterovich
Ijon Tichy wrote:
Oneshot v7 does this better with oneshot_norandom - it actually unrandomizes the saw, and you can turn it on and off at will.
[/selfpimp]
My mod is simpler. GLDEFS and MODELDEF will not work with oneshot decorate, but it's ok in norandoom :)
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 9:17 pm
by Ivan
Monsterovich wrote:
Ijon Tichy wrote:
Oneshot v7 does this better with oneshot_norandom - it actually unrandomizes the saw, and you can turn it on and off at will.
[/selfpimp]
My mod is simpler. GLDEFS and MODELDEF will not work with oneshot, but it's ok with norandoom :)
What?
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 9:29 pm
by Monsterovich
I used another replacement method, that's compatible with default GLDEFS and MODELDEFS.
[spoiler]
Oneshot:
Code: Select all
ACTOR MyLostSoul : LostSoul replaces LostSoul { ... }
Norandoom:
[/spoiler]
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 9:58 pm
by Ivan
That's not an advised method of replacing things.
RE: NO RANDOOM
Posted: Thu Aug 28, 2014 10:00 pm
by Monsterovich
Ivan wrote:
That's not an advised method of replacing things.
Why? Okay, nevermind. The most important thing - this works.
Dynlights and models works fine!
RE: NO RANDOOM
Posted: Fri Aug 29, 2014 12:23 am
by Ivan
Monsterovich wrote:
Ivan wrote:
That's not an advised method of replacing things.
Why? Okay, nevermind. The most important thing - this works.
Dynlights and models works fine!
So uh, his method also covers them I'm pretty sure. You can attach GLDEFS and MODELDEF to the replaced actors easily. I don't understand how this is better.
RE: NO RANDOOM
Posted: Fri Aug 29, 2014 2:08 am
by Ijon Tichy
i duno mang this is super complicated
Code: Select all
actor OneshotDemon: Demon replaces Demon
{
DamageType "OneshotMonster"
States
{
Melee:
SARG EF 8 A_FaceTarget
SARG G 8 A_CustomMeleeAttack(ACS_ExecuteWithResult(430, 1, 4, 8))
goto See
}
}
dunno how you could ever adapt things to that