Kyka Posted August 13, 2011 So in Vanilla, if you start the player on top of a monster, will the player telefrag the monster, or will the player simply be stuck inside the monster? I would test this myself, but I am unable to make CHocolate Doom work on my system for some inscrutable reason. PrBoom simply makes the player unable to move, ZDoom telefrags the monster and the player continues as normal. It was just an idea I had, it is a cool way to start a level with that squelchy sound that you get when you gib a monster. Thanks people. :) 0 Share this post Link to post
Joshy Posted August 13, 2011 Tried it out with chocolate doom, placing the player start on an imp. Result: Player stuck in imp, and is slashed to death. Charming. :P 0 Share this post Link to post
Guest Posted August 13, 2011 Well there goes that idea. Darnit. Thanks for testing that out joshy. :) 0 Share this post Link to post
Zom-B Posted August 13, 2011 yeah, zdoom added some player-friendly teleport behavior, like teleporting next to a player that is on a destination spot instead of telefragging him. 0 Share this post Link to post
magicsofa Posted August 13, 2011 Really? I didn't know that. I hope you can toggle it like friendly fire :P 0 Share this post Link to post
deference Posted August 13, 2011 i'm not sure i'm a fan of zdoom purposely breaking compatibility with vanilla and other ports for absolutely no reason other than to be different. is there some particular... reason that this behavior exists? 0 Share this post Link to post
kmxexii Posted August 13, 2011 deference said:i'm not sure i'm a fan of zdoom purposely breaking compatibility with vanilla and other ports for absolutely no reason other than to be different. is there some particular... reason that this behavior exists? Well uh in this particular case it's a quality of life upgrade for ZDoom's co-op play, not "no good reason". That said, many of the engine "quirks" and bugs that have been fixed can be re-enabled via the compatibility menu. I dunno if that particular change can be reversed. If you'd prefer a port that runs pretty much like the original, then well congratulations, there are some fine source ports out there that attempt to maintain much of Doom's original flavor. 0 Share this post Link to post
deference Posted August 13, 2011 kmxexii said:Well uh in this particular case it's a quality of life upgrade for ZDoom's co-op play, not "no good reason so stop running through the teleporter right after your friend. 0 Share this post Link to post
Gez Posted August 13, 2011 Zom-B said:yeah, zdoom added some player-friendly teleport behavior, like teleporting next to a player that is on a destination spot instead of telefragging him. I don't see any trace of this alleged feature in the code... I've also never heard of it. To the contrary, I've seen plenty of requests for non-telefragging coop teleports on the Skulltag forum. Now, for player starts telefragging monsters, there is indeed something://========================================================================== // // [RH] P_PlayerStartStomp // // Like P_TeleportMove, but it doesn't move anything, and only monsters and other // players get telefragged. // //========================================================================== void P_PlayerStartStomp (AActor *actor) { AActor *th; FBlockThingsIterator it(FBoundingBox(actor->x, actor->y, actor->radius)); while ((th = it.Next())) { if (!(th->flags & MF_SHOOTABLE)) continue; // don't clip against self, and don't kill your own voodoo dolls if (th == actor || (th->player == actor->player && th->player != NULL)) continue; if (!th->intersects(actor)) continue; // only kill monsters and other players if (th->player == NULL && !(th->flags3 & MF3_ISMONSTER)) continue; if (actor->z > th->z + th->height) continue; // overhead if (actor->z + actor->height < th->z) continue; // underneath P_DamageMobj (th, actor, actor, TELEFRAG_DAMAGE, NAME_Telefrag); } }You'll notice it does telefrag other players and it says it's like P_TeleportMove. 0 Share this post Link to post
kmxexii Posted August 13, 2011 deference said:so stop running through the teleporter right after your friend. VOV I don't play co-op (or multiplayer) myself, but I maintain that such a change would be a (minor) quality of life upgrade, and anyone who dislikes it could find a port that maintains original behavior pretty easily. Edit: I guess I misremembered this thread, which is funny, because it pretty much says that such behavior would be impossible, and Hellbent brings up your point immediately. 0 Share this post Link to post