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Couldn't not display Name

Icon Of Sin Explosions are 'lopsided'.Why?

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I have a question,

 

Why Icon of Sin explosions are lopsided to the right? This also happens in Final Doom MAP30 and any other wads with MAP30..

 

At first glance, i thought it was an error in the Doom Source Code.So install multiple source ports.

 

But It was not.

 

ZDoom,GZDoom,PrBoom,MBF,

QZDOOM,Crsipy Doom,Chocolate Doom and DOSDoom show the same instances.

 

Execpt for EDGE.

 

Any Explanations?

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Posted (edited)
41 minutes ago, scifista42 said:

It is a bug in the vanilla engine. Most source ports keep it for compatibility.

Thx dude, spent about 2 hours before issuing it.

 

But why they keep it for compatibility? It looks like 35% of the boss are rendered undamaged :)

Quote

There are multiple reasons why source port authors tend to keep vanilla behavior as is:

-Demo recording exists and the slightest changes to the engine cause desynces.

-There might already exist usermade wads that exploit the behavior and would break if it was changed.

-People have different opinions about what is a bug and what is a feature.

-The source code is large and there are more important things to focus on than minor tweaks.

Okay scifista42,understood.

 

CASE CLOSED.

Edited by Couldn't not display Name

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There are multiple reasons why source port authors tend to keep vanilla behavior as is:

-Demo recording exists and the slightest changes to the engine cause desynces.

-There might already exist usermade wads that exploit the behavior and would break if it was changed.

-People have different opinions about what is a bug and what is a feature.

-The source code is large and there are more important things to focus on than minor tweaks.

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Well well.....

 

In Vanilla Doom

 

sC2yr.jpg.7a44681838b4faf4036cc6f997edb4ff.jpg

 

As you can see, the left side of the Boss is undamaged

 

In the Doom Source Code :

 

void A_BrainScream (mobj_t*   mo)
{
    int      x;
    int      y;
    int      z;
    mobj_t*   th;
   
    for (x=mo->x - 196*FRACUNIT ; x< mo->x + 320*FRACUNIT ; x+= FRACUNIT*8)
    {
   y = mo->y - 320*FRACUNIT;
   z = 128 + P_Random()*2*FRACUNIT;
   th = P_SpawnMobj (x,y,z, MT_ROCKET);
   th->momz = P_Random()*512;

   P_SetMobjState (th, S_BRAINEXPLODE1);

   th->tics -= P_Random()&7;
   if (th->tics < 1)
       th->tics = 1;
    }
   
    S_StartSound (NULL,sfx_bosdth);
}

 

 

The code executes when John Romero's head hitpoints is <0

The explosions is spawned with the Romero's head as an epicenter. Explosions in spawned -192 map units to the left of the head and +320 map units to right of the head at every 8 map units. To fix this, change -192 to -320.....

However EDGE had a different algorithm for this, they did not just simply change -192 to -320 :

 

void P_ActBrainScream(mobj_t * bossbrain)
{
   // The brain and his pain...

   float x, y, z;
   float min_x, max_x;

   min_x = bossbrain->x - 280.0f;
   max_x = bossbrain->x + 280.0f;

   for (x = min_x; x < max_x; x += 4)
   {
      y = bossbrain->y - 320.0f;
      z = bossbrain->z + (P_Random() - 180.0f) * 2.0f;

      SpawnDeathMissile(bossbrain, x, y, z);
   }

   if (bossbrain->info->deathsound)
      S_StartFX(bossbrain->info->deathsound, P_MobjGetSfxCategory(bossbrain), bossbrain);
}

 

 

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13 hours ago, Chewyninja69 said:

I honestly had never noticed until this thread was posted. Interesting... 

Yeah.....

But i just dont understand why id Software put -192 instead of -320.

 

Its a simple logic.....

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They likely put a value first, then changed it but forgot to change it in both places.

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On 3/5/2018 at 7:47 AM, Visplane Overflow! said:

Yeah.....

But i just dont understand why id Software put -192 instead of -320.

 

Its a simple logic.....

You could take that "simple logic" and apply it to alot of little things in Doom: why can you grab some keys through solid walls? Why can you clip through some bars to exit levels? Etc. and etc. I know the answers to these questions, btw. My point is that there is quite a few simple things in Doom that could be fixed, id just decided not to or decided it wasn't that big of a deal. So either they ignored, forgot or just decided not to fix the IoS coordinates for the death explosion. Would be my guess. I dunno.

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