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 [Fixed] Some Bugs

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Slava
Gibs and Guts
Gibs and Guts


Posts : 3
Join date : 2010-04-13

PostSubject: [Fixed] Some Bugs   Wed Apr 14, 2010 11:37 am

Hello.
Just want to inform you about some things which looks strange for me.

1) When crossbow (which uses electric cells/nails as ammo) lies on the ground, it looks like shotgun or something.Sad

2) The Cabal and another "Blood classes" have specific HUD: ammo counter for primary fire have been displayed below ammo counter for secondary. Its a bit strange for me. Also, at map mode, its not always available to read the map name in case of two demon heads in HUD.

3) Boom bunnies homing to rats and another unexpected crap.

4) Mine-like dinamyte (with green display on it) detonates when player steps on it. Another type of mines - no.Sad

Im using:
Gzdoom 1.4.8
Aeod 5.03
WADs: AEoD.pk3 AEoD_MUS_D2_2.pk3 aeodfx.pk3 aeodskins.pk3 AEoDdat.pk3

P.S.: Sorry for spelling.
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Ichor
Developer
Developer


Posts : 1127
Join date : 2008-09-03

PostSubject: Re: [Fixed] Some Bugs   Wed Apr 14, 2010 12:55 pm

1. That's normal. It's a Strife weapon, and that's the pickup sprite.

2. Yeah, that map thing is like that for most, if not all of the classes.

3. They go after the first shootable thing they see (rats, spiders, cyberdemons, etc.). It's annoying to set one down only to have it explode in your face because you didn't see that peasant nearby. You just need to be careful when setting them down.

4. It was designed like that. It explodes when anything steps on it. Also, unlike other mine types (PMF, etc.), they can be set down instead of thrown. If there's an enemy or group of them in front of you, just drop one and back away.
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Major Cooke
Developer
Developer


Posts : 5085
Join date : 2009-04-28
Location : Banana land.

PostSubject: Re: [Fixed] Some Bugs   Wed Apr 14, 2010 1:46 pm

#4. I'd like to add onto Ichor's post by saying that the invisibility rune can grant you a chance to run over them without risk of detonation. The chance of it not detonating for you is about 50%. Slightly good for a gamble-run from a load of monsters who are coming in the opposite direction from the place where you planted the bombs, but bad for anything else.
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Slava
Gibs and Guts
Gibs and Guts


Posts : 3
Join date : 2010-04-13

PostSubject: Re: [Fixed] Some Bugs   Wed Apr 14, 2010 5:15 pm

Slava wrote:

4) Mine-like dinamyte (with green display on it) detonates when player steps on it. Another type of mines - no.Sad

Thanks for your answers. I've never seen so big amount of dangerous explosives in-game before, so i will try to use it carefully.^)
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DBThanatos
Developer
Developer


Posts : 4018
Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: Re: [Fixed] Some Bugs   Sun Apr 18, 2010 4:32 pm

About the bunny, that could be fixed. Im looking into that.
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DBThanatos
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Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: Re: [Fixed] Some Bugs   Tue Apr 27, 2010 5:03 pm

Ok, just verified and is possible to avoid bunnies from attacking minispiders and all of the peasants. However, I wonder, how much of a bug is this? Should I change it or leave it as it always have been?
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Findus
UAC Space Marine
UAC Space Marine


Posts : 593
Join date : 2010-01-18
Location : Gun in hand, enemy in reach.

PostSubject: Re: [Fixed] Some Bugs   Tue Apr 27, 2010 5:29 pm

If you ask me I wouldnt let them explode on useless animals. Boom bunnies are funny but I honestly think they are pretty weak. They are never fast enough when you really need a them and they cant explode on targets that are a level to high/low (even though they home on to them). Not exploding on useless crap like rats and victims would be a plus. I pretty much only use them when I know monsters are going to spawn at a place and I need the extra damage to be able to take them down.

Ill be glad if someone could give me a more useful way to use them.

A good rocket launcher or granade does the job better through a controlled way in my opinion.
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DBThanatos
Developer
Developer


Posts : 4018
Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: Re: [Fixed] Some Bugs   Tue Apr 27, 2010 6:02 pm

Actually, the rats arent considered (by the game) foes, so, the bunnies wont attack them

While is true that they chase flying monsters pointlessly, they're not as weak as you think. Bunnies were never meant to be a replacement for grenade or rocket launchers. They're it's own explosive kind. They're pretty useful for monsters that are approaching to you, or as you said, for monsters that will teleport. I usually leave 2 or 3 of these guys running in a room where a monster I dont want to fight is, and they'll take care of that. Think of those as floorhugger smart seeker missiles, because they wont explode upon touching a wall: that's how they are supossed to act.

Still, I might leave them attacking spiders, but not peasants.
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Mr.Kosta
Cyberdemon
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Posts : 525
Join date : 2010-03-14
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PostSubject: Re: [Fixed] Some Bugs   Wed Apr 28, 2010 4:20 pm

Findus wrote:
Ill be glad if someone could give me a more useful way to use them.

Put one in front of a door, open said door and quickly backpedal. Countless imp/zombie class monsters have been reduced to bloody confetti using this simple tactic Laughing
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DBThanatos
Developer
Developer


Posts : 4018
Join date : 2008-09-03
Location : Beyond the unholy grave; Altering the future.

PostSubject: Re: [Fixed] Some Bugs   Sat Jun 05, 2010 2:19 am

About the rats and all that targetting:

Bunnies will attack only the small spiders from the ammo spawners. Rats and peasants are not valid targets to the bunnies anymore.

As for all other 3 points:
The crossbow, that's the regular graphic. Strife's fault.
The HUDs. Yeah, unfortunately, I have no idea how to fix that, and I doubt reilsss have the time to look into that. We'll have to leave it as is for now.
The proximity detonator: that's intended behavior.
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PostSubject: Re: [Fixed] Some Bugs   Today at 8:22 am

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[Fixed] Some Bugs
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