Darkus, on 24 April 2020 - 06:30 AM, said:
Maybe the pig cops are supposed to be that deadly? In the original behavior, sometimes the shooting animation keep reseting/switching so fast, that he couldnt shoot, but there are few cases that he manage to shoot at very fast rate. The latter can be problematic, he can get you down very quickly, even if you have 100% health.
I don't think it's a good thing when maps rely on bugs/glitches, they could be broke when something else is fixed (pun intended). I remember when the 'sector over sector' warp bug was corrected, a thing I awaited for long, some have complained because they could no longer use the teleport trick in some maps (E1L1 for example), because they were used to it. Basically: "it's not a bug, it's a feature"
For the most part, I would agree. However, for the majority of those maps, I would say that the mappers were not
intentionally relying on a bug. As far as they knew, that
was the intended behavior. Take the very first level of DC. You are given a chaingun right before a swarm of pigs. There is no other way to interpret that other than "here is a bunch of pigs, here is the chaingun that's great against them, go nuts."
Even some of the vanilla levels seem to encourage gunning down pig swarms with the chaingun. Mostly in Levelord and Birth levels, granted, but still present. Again, devastator ammo was present around Battlelords even though
that was buggy behavior.
There's evidence of a disconnect between intended code and even 3DR level design, is my point. In fact it's quite possible that instead of the level designers being unaware of these bugs, it was decided that the game was better off with these quirks. It would hardly be the first time that a bug inspired new behavior in a commercial project, and certainly not the last.
Darkus, on 24 April 2020 - 06:30 AM, said:
I could also add example of the case of the Overlord and Cycloid mini-bosses, in the original, they only have 1 HP and often end killing themselves.
On this point, I would again
mostly agree with you. Levels that intentionally use that behavior... they aren't so great.
But I would argue the vast majority of maps that use them (in their original incarnation) were done by amateurs. Amateurs that saw them in the editor, went "oh so they're like the mini battlelords! Cool!" and put them in without realizing that they are broken.
Darkus, on 24 April 2020 - 06:30 AM, said:
I don't want to modify my code just for that... However, these mutators will suffice:
mut_pigshoot.con - revert back hit behavior
mut_drone_expl.con - implemented delayed explosion how it was supposed to be
mut_boss1_shprob.con - Battlelords are more difficult to shrink (12,5% probability)
Yeah, that's an effective compromise. Thank you.
How would I insert this? #include command or should I copypaste the code over the fixed GAME itself?