Severed bunny head
Register | User Profile | Member List | F.A.Q | Privacy Policy | New Blog | Search Forums | Forums Home
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > best doom clone?
 
Author
All times are GMT. The time now is 20:18. Post New Thread    Post A Reply
jilldoom
Newbie


Posts: 9
Registered: 03-10


What is the best game based off of the doom engine? which one has the best AI? or is all the AI the same?

also, how do I disable cheats and certain commands like sprint, jump and crouch for the players playing my game?

Last edited by jilldoom on 03-26-10 at 19:37

Old Post 03-26-10 15:55 #
jilldoom is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 7039
Registered: 07-07



jilldoom said:
What is the best game based off of the doom engine? which one has the best AI? or is all the AI the same?

All Doom-engine games (Doom, Doom 2, Final Doom, Heretic, Hexen, Strife, Chex Quest) have the same AI. Some monster-specific functions are more developed (e.g., bosses in Heretic and Hexen react a bit differently when they're hurt), but the core is the same and the overall level of the AI is identical.


jilldoom said:
also, how do I disable cheats and certain commands like sprint, jump and crouch for the players playing my game?

You cannot disable cheats (in most ports anyway). They're cheats.

Jumping and crouching can be disabled with MAPINFO in ZDoom. For other ports, refer to their documentation, assuming they even have such features enabled (Hexen and Strife ports need jumping, but otherwise these are extra features). As for running, you don't.

Old Post 03-26-10 16:04 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
magicsofa
Senior Member


Posts: 1387
Registered: 04-03


MAPINFO can still be overridden in-game though

Old Post 03-26-10 16:21 #
magicsofa is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
jilldoom
Newbie


Posts: 9
Registered: 03-10


thanks!

Old Post 03-26-10 17:16 #
jilldoom is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
Maes
I like big butts!


Posts: 8660
Registered: 07-06



Gez said:
You cannot disable cheats (in most ports anyway). They're cheats.



No, but you can make them annoying as hell when used. Even Aliens Doom TC fucked up with the HUD if you selected the BFG (which wasn't used in the TC), and changed your mug to "Can't hack it, eh?"

Old Post 03-29-10 08:58 #
Maes is online now Profile || Blog || PM || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 7039
Registered: 07-07


And Batman Doom, too. Still neither of those protect against noclip, degreelessness or idbehold. :p

In a port with a console, something like "take bfg9000" removes the effect of these hacks, by the way.

Old Post 03-29-10 09:33 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Spleen
Member


Posts: 497
Registered: 08-08


There's no foolproof way to prevent cheating, but here's one that will work against most non-technical players.

1) Make the WAD only work in Skulltag
2) Make the WAD only work if it is being played online
3) Make an ACS script that sets sv_cheats to false continuously

Old Post 03-29-10 11:34 #
Spleen is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6842
Registered: 06-06



Gez said:

All Doom-engine games (Doom, Doom 2, Final Doom, Heretic, Hexen, Strife, Chex Quest) have the same AI. Some monster-specific functions are more developed (e.g., bosses in Heretic and Hexen react a bit differently when they're hurt), but the core is the same and the overall level of the AI is identical.

Well, some monsters seem to have different chasing routines. For example, Hexen afrits aren't subject to fast mode autoshooting. And they love to strafe at erratic moments.

Stupid Hexen bishops behave the same, and tend to fire even when not seeing you, and don't seem to switch targets. I think I was able to use the bishops summoned by the Heresiarch to kill their boss, while being in hiding myself.

Old Post 03-29-10 11:46 #
printz is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 7039
Registered: 07-07



Spleen said:
There's no foolproof way to prevent cheating, but here's one that will work against most non-technical players.

1) Make the WAD only work in Skulltag
2) Make the WAD only work if it is being played online
3) Make an ACS script that sets sv_cheats to false continuously


I have a better solution:
1) Make the mod normally
2) Record yourself playing it by the rules
3) Upload video to Youtube but never distribute the actual mod


Preventing cheating in games is even more stupid than preventing copying. The only way to be sure is not to let other people play with it.


printz said:
Well, some monsters seem to have different chasing routines. For example, Hexen afrits aren't subject to fast mode autoshooting. And they love to strafe at erratic moments.

Stupid Hexen bishops behave the same, and tend to fire even when not seeing you, and don't seem to switch targets. I think I was able to use the bishops summoned by the Heresiarch to kill their boss, while being in hiding myself.



That's part of the monster-specific functions I was talking about. It doesn't really belie a greater artificial intellect, it's just a different attack codepointer. Is the mancubus smarter than the imp because he fires three volleys of fireballs in slightly different directions? Not in my opinion. The core routines for detecting its opponent, aiming at it, and so on, are still the same. There's nothing in there I would consider to be an advanced AI.

On the other hand, Lee Killough did try to achieve a better AI, with functions to let monsters minimize infighting (withholding fire if a fellow monster is in their line of sight, avoiding ganging up on a target that is already attacked by several other fellow monsters, etc.) but the results weren't all that convincing. Having the monsters aware of their environment -- other monsters, other allies of the player, possible cover, reacting to doors and lifts accordingly, being wary of hazards such as crushers and barrels, etc. -- would be what I would consider greater AI.

Old Post 03-29-10 12:02 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
printz
CRAZY DUMB ZEALOT


Posts: 6842
Registered: 06-06


I admit that having monsters communicate with each other would be cool. But with more variety than "I need assistance!"

Old Post 03-29-10 13:44 #
printz is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Gez
Why don't I have a custom title by now?!


Posts: 7039
Registered: 07-07



printz said:
But with more variety than "I need assistance!"

Imp: "Hallo, demon, old chap. Lovely weather inn't? I love wotchin' the shadows of the sulfur cloud dance ofer the valley o' corpses-onna-stick."
Demon: "A most fetching spectacle I'll say. So peaceful, far from the commotion in the lower dens."
Imp: "A commotion, you say? What hoppened then, pray tell?"
Demon: "Oh, business as usual I guess. Arch-Vile's clique raising a fuss in Fatso's joint, as they're wont to do. I don't care a caco's fart if you ask me, but high-muckety-muck Baron can't stop ravin' about it, you know how he is."
Imp: "Indeed, indeed. Quite embarrassing when it hoppens, inn't?"
Demon: "Tell me 'bout it. Or rather, don't. Care to go see if the latest batches of lost souls are ripe yet?"

Old Post 03-29-10 14:13 #
Gez is online now Profile || Blog || PM || Search || Add Buddy IP || Edit/Delete || Quote
Csonicgo
This post is probably useless


Posts: 3960
Registered: 03-04



Gez said:

amazing



http://mingle2.com/images/blog/doom2_gf/cacodemon.jpg

Old Post 03-29-10 19:18 #
Csonicgo is offline Profile || Blog || PM || Email || Homepage || Search || Add Buddy IP || Edit/Delete || Quote
Clonehunter
Senior Member


Posts: 1802
Registered: 03-10


"Best Doom Clone"

Well, going to that, (even though its all really based on graphics in most cases, not all, but most), probally Hexen. And whether it counts or not Star Wars Dark Forces for the whole freaking win.

Old Post 03-31-10 22:50 #
Clonehunter is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
EvilNed
Mini-Member


Posts: 77
Registered: 03-10


I've played the Doom games, Heretic, Hexen and Strife repeatedly. I have not played anything else based on the Doom engine.

But out of those three (Heretic, Hexen, Strife) I'd probably pick Heretic. I remember gaming through the shareware in much the same way I did with Doom, and the first episode is almost as nostalgic to me as Knee Deep in the Dead. Strife gets a close second, but is a game I play through far less often than Heretic. Probably due to the fact that only recently have source ports for Strife been getting good.

Old Post 04-01-10 00:25 #
EvilNed is offline Profile || Blog || PM || Email || Search || Add Buddy IP || Edit/Delete || Quote
All times are GMT. The time now is 20:18. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Doom General > best doom clone?

Show Printable Version | Email this Page | Subscribe to this Thread

 

Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is OFF
vB code is ON
Smilies are OFF
[IMG] code is ON
 

< Contact Us - Doomworld >

Powered by: vBulletin Version 2.2.5
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Forums Directory