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IDProjectCategoryView StatusDate SubmittedLast Update
0000032Zandronum[All Projects] Suggestionpublic2010-09-18 07:352018-09-30 19:48
ReporterTIHan 
Assigned ToSpleen 
PrioritylowSeverityfeatureReproducibilityN/A
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version98c 
Target VersionFixed in Version98d 
Summary0000032: Control Damage Dealt By Monsters (CVAR)
DescriptionThis was in Hardcore suggestion a while back, yet that did not work out.

I believe that just controlling damage from monsters would be enough to increase difficulty without having to modify anything else.

I think a good name for the cvar would be sv_coop_damagefactor, of course you can call it whatever you want. Damage sectors and damage from other players are not affected by this at all.

It would work like this, sv_coop_damagefactor is a float with a default value of 1. This would mean that nothing is going to change in game.
If sv_coop_damagefactor was 0.5, that would mean players take half damage.
If sv_coop_damagefactor was 2, that would mean players take double damage, and so on.

Here is the code. Make any changes you see fit.
'http://pastebin.com/maZ5M2bW [^]'
Attached Files

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-  Notes
User avatar (0000075)
TIHan (reporter)
2010-09-18 17:20

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.
User avatar (0000105)
LT-Fiend (reporter)
2010-09-20 08:00

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"
User avatar (0000106)
Shogun (reporter)
2010-09-20 08:09

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.
User avatar (0000108)
Spleen (reporter)
2010-09-20 10:48
edited on: 2010-09-20 10:50

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)

User avatar (0000178)
TIHan (reporter)
2010-09-26 01:08

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.
User avatar (0000201)
Torr Samaho (administrator)
2010-09-27 20:50

I added Spleen's latest patch with a minor change in P_PoisonDamage in the latest beta build (2954).

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- Issue History
Date Modified Username Field Change
2010-09-18 07:35 TIHan New Issue
2010-09-18 17:20 TIHan Note Added: 0000075
2010-09-20 01:50 Anonymous Note Added: 0000103
2010-09-20 08:00 LT-Fiend Note Added: 0000105
2010-09-20 08:09 Shogun Note Added: 0000106
2010-09-20 10:48 Spleen Note Added: 0000108
2010-09-20 10:48 Spleen Assigned To => Spleen
2010-09-20 10:48 Spleen Status new => acknowledged
2010-09-20 10:50 Spleen Note Edited: 0000108 View Revisions
2010-09-26 01:08 TIHan Note Added: 0000178
2010-09-27 20:50 Torr Samaho Note Added: 0000201
2010-09-28 04:46 Anonymous Note Deleted: 0000103
2010-09-28 05:29 Torr Samaho Status acknowledged => resolved
2010-09-28 05:29 Torr Samaho Fixed in Version => 98d
2010-09-28 05:29 Torr Samaho Resolution open => fixed
2018-09-30 19:48 Blzut3 Status resolved => closed






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