Nancsi, on 20 October 2016 - 05:50 PM, said:
1. Give the Reconcar a proper "repeat" size at mapload instead of standard 40:40
2. Miniboss E2 and E3 and even E4 should work normally by default
3. Some of the other unused sounds, like the recognition sound for Newbeast
4. Tanks and Newbeasts that are sized bigger on maps only resize when they become active, so you can see them oversized before meeting them (ie. in cameras). That should be fixed too.
5. Enemies should be seen in their original angle at mapload.
Most of them are already fixed, check the first post.
Nancsi, on 20 October 2016 - 05:50 PM, said:
6. Enforcer shouldn't enter water. That had been the case since EDuke32... the original duke3d.exe didn't allow this, and it was much better. Enforcers are agile, fast moving guys, water is somewhat a gamebreaker for them. Since this wasn't a game.con bug, I'm not sure how to fix this.
Strange, I tested and they don't even go on a water surface. Not the same version?
Nancsi, on 20 October 2016 - 05:50 PM, said:
7. Another maybe-hardcoded bug,but ever since EDuke32, some ceiling aligned buttons cannot be shot (ie. the one in Mothership.map, which triggers a secrect place).
The ceiling button in E4L3 work fine, maybe the other buttons are not meant to be used like that, I'll check this later.
Jimmy Gnosis, on 20 October 2016 - 05:13 PM, said:
You just need to use EVENT_GAME (I think) and then jack into the blood sprite using CASE/SWITCH, and then you can use IFSPAWNEDBY to make the blood PAL 6 if it is spawned by the egg or Protector Drone. Sorry I can't provide exact code right now, I'm away from home but you should be able to figure it out. EVENT_GAME fuckery will be very useful for bug fixing, especially with hardcoded sprites.
I already made green jibs for egg, but what I mean is the blood that appear when you shoot them (JIBS6 actor).
The JIBS6 actor don't appear from the monster, but from the projectile; my code is supposed to check what kind of actor has been hit by recovering the information from the projectile.
I put this in EVENT_EGS:
case JIBS6
ifspawnedby SHRINKSPARK cstat 32768 // killit don't work here so...
getactor[THISACTOR].owner TEMPFIX1
getactor[TEMPFIX1].htflags TEMPFIX2
ifvaror TEMPFIX2 8 // if spawned by a projectile...
{ getactor[TEMPFIX1].htg_t 8 TEMPFIX2
ifvare sprite[TEMPFIX2].picnum EGG // green for egg
setactor[THISACTOR].pal 8
else ifvare sprite[TEMPFIX2].picnum RECON // no blood for recon vehicle
cstat 32768
}
break
This works with SHOTSPARK1 projectile, because it last some time before disapearing. The problem is that the other projectiles (KNEE, RPG...) are disapearing on impact, so I think the blood sprite did not have time to recover the information and don't change color.
That's why I tough to use the
spriteflags command, to remove hardcoded bleeding and code my own like I did with NEWBEAST.
Since the NEWBEAST is not bleeding like other monsters, I added this in the SHOTSPARK1 actor code:
ifcount 2 nullop
else
ifcount 1
{ getactor[THISACTOR].htg_t 8 TEMPFIX1
ifvarg TEMPFIX1 -1
switch sprite[TEMPFIX1].picnum
case NEWBEAST
case NEWBEASTSTAYPUT
case NEWBEASTJUMP
case NEWBEASTHANG
{ espawn JIBS6
setactor[RETURN].pal 6
setactor[RETURN].xrepeat 24
setactor[RETURN].yrepeat 24
}
break
endswitch
}
I want do this for eggs too, but I need to know how to disable harcoded bleeding otherwise it will bleed twice (one red and one green).