Doom Comic
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 > Source Ports > Chocolate-NoRanDoom
 
Author
All times are GMT. The time now is 09:24. Post New Thread    Post A Reply
Jimi
Senior Member


Posts: 1664
Registered: 06-04


Last night I decided to make a little experiment on how Doom would be without the random damage. I also made some other minor changes like armor pickups are additive, and only 1 type (40%). Enemy missiles are spawned from more correct locations: no more cyberdemon shooting rockets from their crotch, etc.

So if you ever feel like the pseudo random god is always against you...

Downloads:
Game: http://koti.mbnet.fi/jeejeeje/doom/...1.7.0-win32.zip
Source: http://koti.mbnet.fi/jeejeeje/doom/...ndoom-1.7.0.zip

It may be just this one version or maybe I update it later if there is need to do that.

Old Post Aug 25 2013 19:07 #
Jimi is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
XCOPY
Member


Posts: 263
Registered: 12-12


Last edited by XCOPY on Jul 3 2015 at 00:03

Old Post Aug 26 2013 00:48 #
XCOPY is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Maes
Why don't I have a custom title by now?!


Posts: 13774
Registered: 07-06



XCOPY said:
Bitter-doom? :P

Or prBoom.exe -complevel 2? ;-)

Old Post Aug 26 2013 16:45 #
Maes is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
entryway
Forum Staple


Posts: 2775
Registered: 01-04


prboom-complevel2.exe

Old Post Aug 26 2013 16:54 #
entryway is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
XCOPY
Member


Posts: 263
Registered: 12-12


Last edited by XCOPY on Jul 3 2015 at 00:04

Old Post Aug 26 2013 18:43 #
XCOPY is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Jayextee
Darth Jrrr


Posts: 1250
Registered: 10-00


Feature request: pistol shots at double damage, if it's possible. In the name of balance.

Old Post Aug 26 2013 18:46 #
Jayextee is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Jimi
Senior Member


Posts: 1664
Registered: 06-04


Also I don't really understand about the rendering code (I only know how to change the gameplay stuff). This was/is just a simple experiment.

Maybe it makes the game easy sometimes, with single enemies it's easy to know how much health they have left. Also it's easier to think when to pick up armor.

But then sometimes it might be difficult, because player couldn't just luck his way out of a difficult situation by only getting minimal damage hits. Of course they couldn't get those nasty max damage hits either...

Maybe there could be some amount of random, but then NoRanDoom wouldn't be exactly accurate naming...


edit: about the pistol/chaingun.. The pistol does slightly more damage and is slightly more accurate than the chaingun. I considered having them always accurate, since everyone always does the tap firing, but that might have been a bit too effective.


Also it seems there is some issue with barrels sometimes disappearing by going into NULL painstate...

I'll release some update sometime soon with possibly some other changes. Meanwhile try to ignore that bug...

Last edited by Jimi on Aug 26 2013 at 19:09

Old Post Aug 26 2013 18:54 #
Jimi is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
printz
CRAZY DUMB ZEALOT


Posts: 9199
Registered: 06-06


Congratulations for starting programming!

__________________
Automatic Wolfenstein - Version 1.0.1 - also on Android (Updated 28/03/2015)

Old Post Aug 26 2013 19:19 #
printz is online now Twitter account Youtube Github || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Jayextee
Darth Jrrr


Posts: 1250
Registered: 10-00



Jimi said:
edit: about the pistol/chaingun.. The pistol does slightly more damage and is slightly more accurate than the chaingun. I considered having them always accurate, since everyone always does the tap firing, but that might have been a bit too effective.

If you could make the pistol and chaingun genuinely different (so there's still a reason to use the former in some situations, even when the latter is collected), that would be awesome.

Old Post Aug 26 2013 19:21 #
Jayextee is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Phml
Forum Staple


Posts: 3593
Registered: 06-09


Perhaps I'm missing something, but isn't this a really complicated way to do things when you have the option to use, say, ZDoom's DECORATE? I mean, when you start to implement changes like the armor pickup one, it doesn't seem like pinpoint accuracy to the default engine should be much of a concern.

Edit: ah, ok. Thanks for the clarification.

Last edited by Phml on Aug 29 2013 at 01:44

Old Post Aug 27 2013 13:18 #
Phml is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Maes
Why don't I have a custom title by now?!


Posts: 13774
Registered: 07-06



Phml said:
Perhaps I'm missing something, but isn't this a really complicated way to do things when you have the option to use, say, ZDoom's DECORATE? I mean, when you start to implement changes like the armor pickup one, it doesn't seem like pinpoint accuracy to the default engine should be much of a concern.

Strangely, no: if you have a nice compileable "out of the box" source in front of you with all setup problems already been taken care of, making such hardcoded changes/hacks here and there might actually be simpler and more flexible than learning DECORATE or DEHACKED from the ground up.

Old Post Aug 28 2013 10:23 #
Maes is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Gez
Why don't I have a custom title by now?!


Posts: 12468
Registered: 07-07


If it's "no random", then shouldn't the chaingun (and pistol, etc.) be accurate all the time? Also, no spread on the shotguns. (Turns them into kickass sniper weapons, but lousy for crowd control.)

:p

Old Post Aug 28 2013 11:32 #
Gez is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Maes
Why don't I have a custom title by now?!


Posts: 13774
Registered: 07-06


Either that, or fixed-spread.

Old Post Aug 28 2013 12:13 #
Maes is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Jimi
Senior Member


Posts: 1664
Registered: 06-04


I think the shotguns should have the spread. I could try fixed spread on them sometime though.

I could also try how it works if the weapon bob location affects where hitscans or projectiles are shot. And also have the weapon continue to bob during shooting actions. Then there would be inaccuracy, but you would see it from the weapon, so it wouldn't be random.

Also I have done this kind of programming stuff before, so yea, it was simpler than trying to do this with DECORATE.

Old Post Aug 28 2013 14:16 #
Jimi is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
scifista42
Forum Spammer


Posts: 6694
Registered: 05-12


Do you think it would be somehow possible to "unrandomize" the reaction time of monsters? I mean, make the time (or number of steps) between their attacks fixed. Or at least prevent the random numbers from giving low numbers, so monsters would never act like with fast monsters on when I play UV, just because of bad luck on random numbers.

Random numbers participates also on other places, for example all sprite animations are slightly randomized at the start of the level, then light blinking effects etc. I know they don't affect actual gameplay that much, but do you consider dealing with them too?

Old Post Aug 30 2013 23:46 #
scifista42 is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Maes
Why don't I have a custom title by now?!


Posts: 13774
Registered: 07-06



scifista42 said:
all sprite animations are slightly randomized at the start of the level

Uhmm...no they are not. Not in vanilla Doom at least.

scifista42 said:
, then light blinking effects etc.

Some blinking effects are indeed randomized, and actually depend on the "good" RNG (P_Random), and not the side-effect-free one (M_Random).

Old Post Aug 31 2013 14:28 #
Maes is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Jimi
Senior Member


Posts: 1664
Registered: 06-04


I could make the difficulty level affect the movecount between attacks... So easier difficulties would have more delay.

I've also wondered if I should do something to the Invisibility and the enemy Hitscan attacks? Like should player be able to dodge them with some logic/skill even if there's no pillars to hide behind?

I was thinking something like them tracking the position of their target, but there would be some little delay with the tracking. But then they wouldn't hit a moving target? So maybe some prediction too? Then player could dodge them by some zig zag movement.

Maybe the projectile attacks could use prediction too.. Maybe Invisibility would make them lose the prediction ability, and hitscanners would then fire randomly. So the Invisibility would make the enemies behave like they behave in Doom without the Invisibility. Maybe also remove Tracer tracking ability against Invisible player/monsters? Maybe also some effect to Arch-Vile attack?

I'll check what I can do with the blinking lights, but the more gameplay affecting things have higher priority.

Old Post Aug 31 2013 18:36 #
Jimi is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
jongo
Member


Posts: 340
Registered: 07-07


Fun thing. Reminds me of how i replaced all values in the RNG table with a single value in prboom-plus.exe. It made cg and sg aim perfectly and also all weapons (including enemies') always did maximum dmg. Pretty fun to play, but becomes boring quick. You're also able to oneshot cybs with bfg there.

Old Post Aug 31 2013 18:50 #
jongo is offline Youtube || Blog || PM || Post History || Add Buddy IP || Edit || Quote
Maes
Why don't I have a custom title by now?!


Posts: 13774
Registered: 07-06


If you rig the RNG table to always give maxed-out damage, you actually can get damage way beyond what's normally attainable. E.g. under normal circumstances, there's no way to obtain a legal traversal of the RNG table that one-shots cybers with the BFG, or one-shots Revenants with the SSG (300 HP) or Arachnotrons with a single rocket (I'm not sure about the last one though....it might be possible if you use TAS and shoot at just the right moment at just the right spot, as you only need a couple of successive RNG values, rather than hundreds, in the case of SSG and BFG).

Old Post Sep 2 2013 10:31 #
Maes is offline || Blog || PM || Post History || Add Buddy IP || Edit || Quote
All times are GMT. The time now is 09:24. Post New Thread    Post A Reply
 
Doomworld Forums : Powered by vBulletin version 2.2.5 Doomworld Forums > Classic Doom > Source Ports > Chocolate-NoRanDoom

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.