AEons of Death

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 "Massacre"-related feature suggestion

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Michaelis
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PostSubject: "Massacre"-related feature suggestion   Sun Aug 28, 2011 1:13 pm

Adding "Death.Massacre" state that animates like XDeath but doesn't spawn any blood and gibs might prevent game from getting 0.01 FPS (that's right, about two minutes per frame) when you type "kill monsters" in console.
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Major Cooke
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PostSubject: Re: "Massacre"-related feature suggestion   Sun Aug 28, 2011 6:43 pm

Not going to happen. We have God knows how many monsters, and running through all of them just to add a feature for cheating does not sit well for us at all.

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"well, im not too sure. I mean, we made money, but im not able to wipe my ass with $100 bills yet." - DBThanatos
"And one for Bobo the Space Monkey!" - Postal Dude
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Michaelis
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PostSubject: Re: "Massacre"-related feature suggestion   Mon Aug 29, 2011 7:07 am

This is not about cheating AEoD (that, as I've seen numerous times, you hate with passion don't approve), this is about generally cheating, as you can with iddqd/idkfa and the like.

If it is for the hassle of implementing it that you don't like it, I can do it for you with help of some automation.

Edit:
Speaking of impressive coding---weren't all these custom damagetypes for spells, and even generally types of enemies with vulnerabilities and resistances, much greater work?
And "Death.Massacre" is an automation-friendly addition.
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DBThanatos
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PostSubject: Re: "Massacre"-related feature suggestion   Mon Aug 29, 2011 3:23 pm

Automation. That's the keyword here. I completely disapprove automation of anything mod-related. The reason behind this, is that even when an "small" change like this seems to be simple, and one can think "is just adding an state, how could that affect anything", due to so many different coding "techniques" that were used through the mod (i.e. weird codings and hackish methods for many things), adding something like that is more of a risk than a benefit.

What if you put it in between states that are sequential for a reason, where no "Goto" was used? Seems like a long shot, true, but that's again a possibility, and all that for a cheat? I am not taking any chances.

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Spoiler:
 
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Michaelis
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PostSubject: Re: "Massacre"-related feature suggestion   Tue Aug 30, 2011 6:41 am

DBThanatos wrote:
What if you put it in between states that are sequential for a reason, where no "Goto" was used?
Exactly this can be avoided by putting new state to the very end of States {} block. The last state is guaranteed to have some flow control, at least with A_Jump(256, ...) if not with Stop or Goto. (Because otherwise it would give off unpleasant messages to console, and this is not observed in game.)

However, I see your point here. I don't really feel like this addition is absolutely a must myself; I rather think of it as of a nice feature which is far from being priority, but could be added if nobody is against it. (Which, as it seems to me, unfortunately, is not the case.)
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Major Cooke
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PostSubject: Re: "Massacre"-related feature suggestion   Tue Aug 30, 2011 7:13 am

Have you considered this will also add completely unnecessary code bloat to projectiles and other things as well, which clearly don't need it? There's more projectiles and effects than monsters, you know.

Having said that, let me tell you a short story about me and Mr. Automata recently that cause quite a wall between me and DBThanatos to rise up.

Spoiler:
 

_________________
"well, im not too sure. I mean, we made money, but im not able to wipe my ass with $100 bills yet." - DBThanatos
"And one for Bobo the Space Monkey!" - Postal Dude
"My grandmother could beat the game if she saved as much as you do!" - Postal Dude
"Float... They aaaaaall float! And when you're down here with me, fat boy! YOU... float... too!" - Pennywise, the Dancing Clown
"In Offline Gaming We Trust" - DBT & MC
"That truck is fucked." - FPS Russia
Spetsnaz. When the only way to kill a terrorist is with a back-flipping Apache attack.
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PostSubject: Re: "Massacre"-related feature suggestion   Today at 12:22 pm

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