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 [Fixed] Heresy lord flames

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DBThanatos
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PostSubject: [Fixed] Heresy lord flames   Tue Apr 13, 2010 12:55 pm

doomhunter_175 @zdoom.org wrote:
Those flames are from the Heresy Lord. They won't dissapear, and anything that comes near it takes a lot of damage.
Spoiler:
 

All versions.

(Im posting this here to have it as a reminder)


Last edited by DBThanatos on Tue Apr 27, 2010 4:56 pm; edited 1 time in total
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PostSubject: Re: [Fixed] Heresy lord flames   Tue Apr 13, 2010 4:43 pm

Those are actually Zedek's quietus flames which won't disappear due to a glitch. They need a countdown timer, and also need A_JumpIf(waterlevel>0,"Death").
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PostSubject: Re: [Fixed] Heresy lord flames   Tue Apr 13, 2010 4:55 pm

Well, the water stuff is actually useless, since no vanilla map has deep water.
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PostSubject: Re: [Fixed] Heresy lord flames   Tue Apr 13, 2010 6:42 pm

It's not useless on maps that DO use water though. There's quite a few too.
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PostSubject: Re: [Fixed] Heresy lord flames   Tue Apr 13, 2010 6:44 pm

Also, I just made a theory.
I remember Graf said that there was a problem with speed=0 projectiles that just falls downards. This was because of doom's physics. He said that the solution was to make it move at least very very slowly. Something like A_SpawnItemEx("Something",0,0,0,0.001,0,0,0,32) is supossed to do the trick.

The problem I have, is how to reproduce this bug in the screenshot. I know it happens because I've seen it, is just that I dont know how it happens. Any idea?

@Cooke: Ok, which vanilla maps use deep water?
I mean, Im not trying to stop you, Im just trying to make you realize that AEoD was never designed for non vanilla maps.
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PostSubject: Re: [Fixed] Heresy lord flames   Tue Apr 13, 2010 6:54 pm

DBThanatos wrote:
Also, I just made a theory.
I remember Graf said that there was a problem with speed=0 projectiles that just falls downards. This was because of doom's physics. He said that the solution was to make it move at least very very slowly. Something like A_SpawnItemEx("Something",0,0,0,0.001,0,0,0,32) is supossed to do the trick.

The problem I have, is how to reproduce this bug in the screenshot. I know it happens because I've seen it, is just that I dont know how it happens. Any idea?

Well, try A_SpawnItemEx("Something",0,0,0,frandom(0.001,0.001),0,0,0,32). That would work, wouldn't it? Also, these "flames" get stuck on stairs which are smaller than the object's radius. If it's too small and it can't "drop" properly, it gets stuck like monsters do over dropoffs (sometimes).

DBThanatos wrote:
@Cooke: Ok, which vanilla maps use deep water?
I mean, Im not trying to stop you, Im just trying to make you realize that AEoD was never designed for non vanilla maps.

I understand, and I'm not really talking about vanilla maps either. These can be BOOM maps for all I know of. Anyway, such maps like Invasion UAC or something like KDiZD, summon Zedek and have him shoot at you from across the river.

Then, jump into the water and look at the flames. They are staying there forever, only costing more rendering with no real way to stop them.

We should just take into account these reasons because people will want to play non-vanilla maps too you know. Wink

Edit: Reproduced the flame bug.

Spoiler:
 

How did it happen? Well, the answer is, the fire basically got close enough to spawn the flames at 0 gravity, and then they didn't move downwards anymore because, comparable to what Graf said, it's not moving whatsoever. It's stuck there at 0 since it can't go down, and it spawned touching the ground to begin with.
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PostSubject: Re: [Fixed] Heresy lord flames   Tue Apr 13, 2010 10:30 pm

Major Cooke wrote:
We should just take into account these reasons because people will want to play non-vanilla maps too you know. Wink
Then you didnt get a single word of what I meant.

Read the readme.

"This mod is designed to run with almost any vanilla megawad of DooM2"

And that's it. Support for boom maps or whatever was never intended. I guess I should put in uppercase the "vanilla" part, because that's what seems to be overlooked.

Or simply change to "This mod is designed to run only with vanilla maps of Doom & Doom2"
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PostSubject: Re: [Fixed] Heresy lord flames   Tue Apr 13, 2010 10:43 pm

...yet it's one single line to add onto one actor's Spawn state. I did it with the Drakan flames you know (albeit I used a rather longer method which I can now easily shorten).

I'd still like to do this though, because it takes only a minute and it'll smooth things out. Plus, I'll fix the fire-on-ground bug too.
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PostSubject: Re: [Fixed] Heresy lord flames   Tue Apr 13, 2010 10:46 pm

DBThanatos wrote:

I mean, Im not trying to stop you, Im just trying to make you realize that AEoD was never designed for non vanilla maps.
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PostSubject: Re: [Fixed] Heresy lord flames   Tue Apr 13, 2010 10:47 pm

K. Thank you. I'll post it up soon.
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[Fixed] Heresy lord flames
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