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Crouching bugs
Posted: Mon Oct 10, 2005 12:13
by Cutmanmike
1) If you crouch while you're dead your sprite will scale down, plus in first person the view goes higher.
2) There's alot of horrid bugs you can discover if try combining morphme with crouch. For example, if you morph yourself and crouch while you're mophed, and then unmorph you'll get some very odd effects. One time I was crouched but running twice as fast as doomguy

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Posted: Mon Oct 10, 2005 13:00
by Graf Zahl
I think now it is obvious why I didn't want to add crouching. Too bad that everybody has to read the changelog because otherwise I would have kept it a private feature for Enjay.
I disabled crouching for morphed players because that's something I don't want to deal with.
Posted: Mon Oct 10, 2005 14:23
by Apothem
Shouldn't it already be disabled for the morphed characters anyway considering a pig or chicken cant exactly crouch anyway?
Posted: Mon Oct 10, 2005 16:55
by Graf Zahl
I just forgot them. Crouching turns out to be much trickier than I expected.
Posted: Mon Oct 10, 2005 18:36
by Cutmanmike
3) Changing skin while crouching sets the sprite back to normal even though you're still crouched.
Maybe this is why Randy really didn't want it in eh?

Posted: Mon Oct 10, 2005 18:57
by Graf Zahl
I think you are right. There are so many factors to consider that a perfect implementation is out (and if I had thought this through before implementing I probably wouldn't have done it at all. So you have the choice: Buggy crouching or no crouching.
Officially I hereby declare the feature deprecated and won't add further support for it except for game breaking bug fixes. In hindsight it was a mistake to add it in the first place.
Posted: Tue Oct 11, 2005 8:47
by Syfo-Dyas
I'm really REALLY fond of the crouching, it work PERFECTLY for my Starwars project and unrealized ideas for it. This brings it closer to home with it's blueprint being Dark Forces II. Before, everythime I wanted an air duct for the player to crawl through, it literally had to be the size of the player, which kinda made things tricky to make inconspicuous. Now they are smaller you now feel like you are crawling through a crawl space! Two thumbs up!
What is morphing?
Posted: Tue Oct 11, 2005 9:01
by Graf Zahl
Turning into a chicken or pig - from Heretic and Hexen.
Posted: Tue Oct 11, 2005 13:03
by Enjay
@XDelusion - I'm glad someone else likes it. "Crawling" through ducting that is at least 6 foot tall is annoying and breaks some of the suspension of disbelief. One of the many reasons I wanted crouching.
@Graf - Sorry this has been a pain in the neck for you. I'm quite happy to keep mapping for a deprecated feature though and still really appreciate the effort you made to put it in. For my needs, it still runs absolutely perfectly. Presumably deprecating it will just mean taking it off the menu?
Will you be releasing an updated exe soon? The light-amp sprite palette thingy is annoying in the map I'm working on ATM.
Posted: Tue Oct 11, 2005 13:25
by Graf Zahl
Enjay wrote:@XDelusion - I'm glad someone else likes it. "Crawling" through ducting that is at least 6 foot tall is annoying and breaks some of the suspension of disbelief. One of the many reasons I wanted crouching.
@Graf - Sorry this has been a pain in the neck for you. I'm quite happy to keep mapping for a deprecated feature though and still really appreciate the effort you made to put it in. For my needs, it still runs absolutely perfectly. Presumably deprecating it will just mean taking it off the menu?
I'll leave everything as it is. But I won't adjust crouching to any problems that might be encountered in the future - and no custom sprites. It's all just too messy.
Will you be releasing an updated exe soon? The light-amp sprite palette thingy is annoying in the map I'm working on ATM.
You can switch to the normal light-amp behavior in the menu ('enhanced nightvision')
I think I'll release a new version next weekend but there's a few things I have to test first.
Posted: Tue Oct 11, 2005 14:39
by Enjay
Graf Zahl wrote:I'll leave everything as it is. But I won't adjust crouching to any problems that might be encountered in the future - and no custom sprites. It's all just too messy.
That's fine by me. It leaves the feature there for anyone that want's to use it within the limitations that exist (which are generally pretty irrelevant for most SP mods I suspect). If you haven't done so already, you might want to have a multiplayer SV option to enable/disable it. The sprite support never bothered me, as you know.
You can switch to the normal light-amp behavior in the menu ('enhanced nightvision')
I think I'll release a new version next weekend but there's a few things I have to test first.
Ah, never thought about trying the old method. I'll miss the groovy green glow though

I'm sure I can cope for a week.

Posted: Tue Oct 11, 2005 15:54
by Graf Zahl
Enjay wrote:
That's fine by me. It leaves the feature there for anyone that want's to use it within the limitations that exist (which are generally pretty irrelevant for most SP mods I suspect).
My thoughts exactly. It is usable but not perfect. At least it is better than nothing
Enjay wrote:
I'll miss the groovy green glow though

I'm sure I can cope for a week.

I have to admit that I never liked that cheap-ass brightening of the levels. In nearly any case it destroyed the look of the level. I think making it green and displaying all enemies with the invulnerabilty palette (the part that isn't working at the moment) looks much nicer.
Posted: Tue Oct 11, 2005 19:17
by Cutmanmike
Okay well can I suggest a MAPINFO entry of nocrouching? Or even a dmflag?
Posted: Tue Oct 11, 2005 19:56
by Enjay
Graf Zahl wrote:in nearly every case it desroyed the look of the level. I think making it green and displaying all enemies with the invulnerabilty palette (the part that isn't working at the moment) looks much nicer.
I agree entirely. I think that may be one of the reasons light-amp is used so sparingly in levels. You spend ages setting up cool lighting effects and maybe have some places so dark that some sort of enhancement really would be helpful. But you are loathed to put a lightamp powerup in because it just obliterates any subtlty in the level. I really like your aproach. I'ts long overdue IMO. I've also found it to be the one powerup that lasts too long.
BTW, I also noticed that you seem to support the Heretic torch item properly. Last time I tried that in Zdoom in a Doom game (admitedly it was 2.0.63a) it worked just like the Doom lightamp. In GZDoom the Heretic "flicker" effect had returned. Hmmmm... how about a yellowish flame tint to everything? [edit]Hmmm, just tried it in a different map and it looks like you already have a yellowish tint. I simply didn't notice it because of the colours of the walls etc in the first map I tested.[/edit]
Posted: Tue Oct 11, 2005 20:10
by Soultaker
If it is at all possible maybe just maybe you could set the Light-Amp to do a more realistic fade-out ala Edge. My major beef with the stupid thing is that it just flickers out. Seems both unnatural and unreal to me. Edge does it much better with the Light-Amp just simply fading out.