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Bug #251

[Doom] Nightmare monsters sometimes not fast

Added by shmacky almost 15 years ago. Updated 6 months ago.

Status:
Progressed
Priority:
High
Assignee:
-
Category:
Vanilla emulation
Target version:
Start date:
2005-08-23
% Done:

50%


Description

In Nightmare mode it is just like Ultra Violence but
with fast respawning monsters. Sometimes when loading
nightmare from

1. 2 simultaneous loadings
2. Loading from a saved game

Not all monsters are set on fast after such circumstances.

Labels: Doom


Related issues

Related to Feature #1604: Game rules (1p and MP)New

Related to Feature #1617: Scoped definitions and variablesNew2013-10-21

History

#1 Updated by danij over 14 years ago

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user_id=849456

All monsters are not supposed to be set to fast with either
-fast or in nightmare mode.

It is only the Demon and the speed of projectiles which is
altered.

#2 Updated by danij almost 8 years ago

Retrogamer observed:

"I'm playing Ultimate doom in Nightmare difficulty with doomsday 1.9.8. Everything is fine except when i loaded a saved-game after a new game, I see strange behavior from enemies for example the fireball of Imp and the moving of Pinky demon is on normal speed. Is this a bug? (same behavior with doomsday 1.8.6)"

#3 Updated by danij almost 8 years ago

Requires re-testing as of build 560, this may now be fixed.

#4 Updated by danij almost 8 years ago

- labels: jDoom Gameplay --> Doom
- summary: Nightmare monsters sometimes not fast. --> [Doom] Nightmare monsters sometimes not fast.
- milestone: --> v1.8.5

#5 Updated by skyjake over 6 years ago

  • Tags set to Doom, Gameplay, SaveGame
  • Subject changed from [Doom] Nightmare monsters sometimes not fast. to [Doom] Nightmare monsters sometimes not fast
  • Category set to Vanilla emulation
  • Status changed from New to In Progress
  • Target version changed from 1.8.6 to 1.13
  • % Done changed from 0 to 50

#6 Updated by danij over 6 years ago

The underlying cause of this is that game rules are not handled correctly, neither serialized properly to saved games or restored upon ending a network game.

#7 Updated by vermil over 6 years ago

This is actually a carry over from Vanilla Doom.

http://doomwiki.org/wiki/Some_game_options_not_preserved_in_saved_games

#8 Updated by danij over 6 years ago

Yep, its certainly not specific to our port.

#9 Updated by vermil over 6 years ago

The Nightmare stuff not saved in save games, seems to be the same stuff that the BFG Edition is missing entirely.

The Nightmare stuff not saved in save games all comes from the same small block of code, that originally resided in game.c. This block of code controls the speeds of the Imp, Cacodemon and Barron/Hell Knight missiles on all skill levels. It also set’s the speed of the Demon in nightmare skill.

Heretic also controls its missile speeds in with a block of code in game.c, but unlike Doom, it saved it to save games.

This is also the case in Dday; Dday Doom doesn't save this information in a save game, but Dday Heretic appears to. In Dday both these blocks of code are next to each other.

Both these blocks also prevent modders from changing the speeds of the missiles included in these blocks of codes; they overrule all mobj definitons including Dday's ded files.

#10 Updated by vermil over 6 years ago

I'm wrote the above to suggest that Dday may actually already have the code largely ready to fix ths issue, in Heretic, and to point out another issue that stems from the same code.

Also to remind of the BFG edition if yourselves do wish to rewrite that block of code because as mentioned it's not in that edition (I am assuming that Dday will want to imitate the BFG editions small gameplay alterations).

#11 Updated by danij over 6 years ago

Perhaps an integrated mechanism using DED 2.0 selectors and Game Rules?

Concept syntax:

Thing {
  Id = SERGEANT;
  Speed = 10;
  ...
}

GameRule "Fast" { # Selector
Thing mods "SERGEANT" {
  Speed = 20;
}
}

#12 Updated by skyjake over 6 years ago

Monster behavior does fit very well into the game rules concept.

#13 Updated by skyjake over 6 years ago

  • Target version deleted (1.13)

Unscheduling for now, since preferably some form of game rules would be needed for a good fix.

#14 Updated by skyjake almost 4 years ago

  • Status changed from In Progress to Progressed

#15 Updated by skyjake about 3 years ago

  • Target version set to Modding

#16 Updated by skyjake 6 months ago

  • Target version changed from Modding to Vanilla / Gameplay

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