Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

datanon

10
Posts
28
Followers
A member registered Sep 10, 2016 · View creator page →

Creator of

Recent community posts

>Switching Projectiles Origins to Vanilla. Everything is fine with the Revenant: it shoots one missile.

Technically it shoots two missiles in exactly the same spot, it's a bit weird. This setting is purely for debugging and making compatibility work on maps that absolutely need the projectiles to appear at the original origin. In... 99.9% of scenarios, you should leave it off. The height check that makes the revenant fire the missiles from a bit lower if they would end up inside a ceiling works well enough.

>But the Arachnotron has not changed. I stayed with the same Triple Shots. Is this a bug?

No, it's the same as the revenant. Normally in the mod it fires from 18, 6, which is to say 18 units off the ground and 6 offset to the right. With the setting enabled, it fires from 32, 0 like it would in vanilla no matter what. Pic related, some code from the arachnotron.


This setting is only relevant where the difference between the "new" firing origin and the vanilla one would cause unintentional hits that wouldn't be possible in a map otherwise. For example, the logic for the arachnotron tries to see if shooting from 18, 6 will hit, and if it doesn't, it checks if 32, 0 will hit. If 32, 0 will hit but 18, 6 won't, it adjusts the offset to 32, 0 so it doesn't miss a shot that it would have landed in vanilla. However, the downside to this logic is that if a shot from 18, 6 will hit, but a shot from 32, 0 won't hit, you will get hit by a shot that might not have hit in vanilla.

After extensive testing I find that this usually makes zero difference except in cases where revenants can fire over a chest-high wall that they normally shouldn't. For maps with very tight balance, the setting exists to aid players in avoiding an unintentional difficulty spike from the result of a mostly cosmetic change.

So there was indeed a bug in the BFG aiming that you could see on that map, basically the raycast was shooting too low due to me failing to factor in the target actor height when doing a LineTrace. Anyhow, I've fixed it on my end, mostly. There is a sweet spot where you can accidentally shoot a wall if you're at the right incline/decline so I'm going to try to resolve that before releasing a hotfix. I'll also see about the FOV-offset target prioritization thing, but if that needs a lot of tweaking I'll patch this first then work on it since this is a more pressing issue.

Very good bug catch, thanks.

Okay, I'll investigate those a bit more tomorrow to see if I can figure out what was going on. Specifically I'm worried about the unshootable stuff more than the target selection for now. The selection algorithm isn't perfect, but having a slightly illogical target selection in a mess of demons is a lot less bad than not being able to shoot them at all :^)

Ideally, I'll figure out something for both issues. Maybe I can add some weighting for aim offset as well, so it preferentially shoots things near the center of the screen.

Well, the patch didn't take as long as I thought. When loading scythe 2, load Babel, then Scythe 2, then the "Babel Compatibility Patch - Scythe 2.pk3" you can find in the "Babel Addons and Patches.zip" download and you should have Afrits and Evil marines that can be shot with the BFG9000.

The Afrit still fires baseline Revenant shots (because I'm not sure of the balance with the new ones) but otherwise they should also use the new projectiles and have particles and such. Evil marine doesn't have extra gore on XDeath but that's mainly because I'm not sure how to do it in a non-messy way in Decorate right now. Might change it later.

Okay so I did the first one first, which was checking E4M9 on UDINO and, assuming you're talking about the two masterminds in the lava that shoot up at you near the entrance after you return, I could shoot them just fine with the BFG. See very poorly compressed video here https://files.catbox.moe/k46pvn.webm :^)

I also noticed a detail of the thing about trying to shoot the cyberdemon and hitting the caco, technically you should have hit both due to the way the gun works. If those two were the only things onscreen and only one was hit, somehow the BFG must have not seen a valid line to shoot the cyberdemon. I'd be very curious to know exactly where that happened, because I tried to find situations that could break the raycast aim check but it seemed very solid. If it turns out it's malfunctioning, I'll remove it right away until I can fix it.

Anyhow, time to see if I can make a Scythe 2 patch now.

>BFG reacts only to Normal Monsters, but not to Custom Ones.

Ah, you're right. It's a bit of an oversight now that I think of it. Technically, anything with custom monsters kind of needs a compatibility patch. I can probably make a Scythe 2 patch that will work, give me a little bit and I'll see what I can do.

The reason for this issue is because the BFG scans for "BabelMonster", not just "Actor" with monster tags, in order to speed up calculation and improve performance a bit, while also avoiding issues like accidentally hitting shootable actors. 

>I had moments during the passage when there were Cacodemons and Cyberdemons around. I aim at the Cyberdemon, and the Big Ball flies away at the Cacodemon. Or at the End of E4 "Ultimate Doom In Name Only" BFG could not fix the target in any way to kill Spider Masterminds! Does it depend on the close distance to the enemy?

Yes, to some extent. It tries to weight their health and distance to avoid the reverse situation where you would end up shooting some big target a mile away but not the thing in front of you. I don't remember having these issues when I did those maps, but I'll go through them again, maybe something strange is going on with the new aim logic. As of right now, in order to fire, you need to be able to "see" a monster (According to GZDoom) and also fire a straight ray from your player's center to the monster's center (the general firing line) before the target is valid. There's a bit of strange logic on that second one to get around being able to shoot through other monsters, so it's possible something weird happened there.

Anyhow, gimme a few hours and I'll test all this out.

(2 edits)

Huh, I'll have to fix that issue with the archvile. Thanks for reporting it, I somehow totally missed it. I've got a few other minor bugs reported as well so I might do an update soon.

Also, though I don't speak/read Russian, I'll go through that post with a translator later. Hopefully it doesn't mangle it too badly :^)

EDIT: Just found and fixed the bug, it's the spawner flames. If you don't want to wait a little while for a bugfix release, just add "-CountKill;" (without the quotes) underneath +THRUACTORS; inside the Spawner class in ProjectBabel+\actors\monsters\archvile.txt. Can't believe I managed to overlook that, good find on your part.

Thanks

I keep getting out of memory errors even when it's only trying to alloc like 9MB. Makes no sense. No solutions online

Guess I can't "WHEN'S GMOTA" you anymore.