Notes |
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(0000075)
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TIHan
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2010-09-18 17:20
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I forgot to talk about why SKILL Definitions would not work.
Example: "A mapper makes his own SKILL Definition that uses "damagefactor". "damagefactor" is set to 1.5. He sets this to 1.5 because he knows this would balance out the difficulty for his WAD.
Now, I make a WAD that uses my own SKILL Definition. The purpose of my SKILL Definition is to increase player taken damage by 1.25 across any WAD. If I use my WAD with the other guy's WAD, it would overwrite his SKILL Definition. My purpose was not to overwrite someone's SKILL Definition."
That is just an example. Also, ZDoom's SKILL Defintion "damagefactor" scales the damage for other players and sectors, which is not what I want. |
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I actually like that idea so instead of needing to play Hard doom for some sort of challenge we could just set up a damage factor...
"but how ever with a wad like sunder we could set the damage factor to 0.2 so it would be some what enjoyable" |
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(0000106)
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Shogun
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2010-09-20 08:09
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I really think this is useful & smart. Some megawads have some monsters who are overpowered & should be balanced. With this u can do just that! Or maybe you got some people who are noobies to a pretty hard wad & they want the damage to be lowered to balance their novice skill, now u can. I hope this will be implemented in the next version of Skulltag. |
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(0000108)
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Spleen
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2010-09-20 10:48
(edited on: 2010-09-20 10:50) |
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TIHan and I changed it a bit last night, here is the new code if anyone is curious:'http://pastebin.ca/1944903 [^]' (I'm reposting the changes I made on my end since pastebin.com seems to be down)
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(0000178)
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TIHan
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2010-09-26 01:08
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Not to seem to hasty, is there a chance this could in the next beta build? I have tested Spleen's binary on a couple wads with a few people and it works wonderfully. |
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I added Spleen's latest patch with a minor change in P_PoisonDamage in the latest beta build (2954). |
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