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#701 2 Issues: MBF Dogs and Heretic Player Sprites in a Network game.

Always occurs!
open
None
5
3 days ago
4 days ago
Mr.Rocket
No

Windows 11 Pro 64bit O/S
Working on a new launcher for Doom Legacy, I noticed that something seems to have changed having to do with MBF dogs where they seemed to work ok in the 1.48.14 version but in the latest 1.48.18 version they don't want to jump off or fall off a cliff or even leave it. eg: if you run it like:

doomlegacy.exe -opengl -iwad "E:\Doomports\IWADS\doom2.wad" +map MAP01 +dogs_cnt 1 +dogjump 1 +monkeys 1 +dropoff 1 +falloff 1 -file dogs.wad

Again, In the 1.48.14 version they leave the cliff or ledge at the start of Doom2 map01, but in the 1.48.18 version they don't with the same parameters.

Unless in the 1.48.18 version something needs turned on still or turned off that I'm not aware of?

Edit: Actually, it's kind of strange since I've ran other wads instead of just Doom2 map 01 by its self and the dogs roam around freely. It must just be the height of that ledge? I don't know, but it's something to look into.

On the plus side of things in 1.48.18 is I noticed that if I run the same parameters and add some bots and increase the number of MBF dogs that the bots will at least push some of the dogs off the ledge when they all spawn in the map.

doomlegacy.exe -opengl -iwad "E:\Doomports\IWADS\doom2.wad" +map MAP01 +addbot +addbot +addbot +addbot +addbot +addbot +dogs_cnt 12 +dogjump 1 +monkeys 1 +dropoff 1 +falloff 1 -file dogs.wad
Also noticed that the bots don't kill the dogs anymore, which is good! ~ the bots use to kill the poor dogs in the 1.48.14 version.

Heretic:
Noticed another difference between 1.48.14 and 1.48.18

Is that in 1.48.14, Heretic works fine in a network game, DM with bots.

But in the 1.48.18 version, in Heretic. The other players don't show up. They are there as I'm getting shot at, but there's no visible player sprite. And then when you go into the Player 1 Setup, the game crashes.

Thanks

Discussion

  • Mr.Rocket

    Mr.Rocket - 4 days ago

    Actually, again with the Heretic issue in 1.48.18 rev 1749.
    I just noticed that it doesn't even matter if you're in a Network game. if you just run Heretic and try to go into Player 1 Setup, the game crashes.

     
  • Wesley Johnson

    Wesley Johnson - 4 days ago
    • assigned_to: Wesley Johnson
     
  • Wesley Johnson

    Wesley Johnson - 4 days ago

    There have been a number of things fixed in the upcoming release.
    Some of these are massive, and I have discovered some Heretic issues and fixed them.
    I do not know how this would affect what you have discovered, but I have to recommend testing with the latest rev to see if it has already been fixed.
    The bots and ledges definitely got fixes to work better, but not explicitly dogs. Heretic did have a missing player sprite issue that got fixed.
    What happened was MBF21 and DSDA compatibility. I have spent months fixing the issues where it broke things. There are options for most everything, so it is getting really difficult to make sure your settings are the same, but the same config file does the same thing still.

    I will also look at your command to see what it does on my system with the current code, but cannot guarantee that I see the same thing.

    *** w111_playersprite, rev 1771
    The player sprite was missing from Heretic multiplayer.
    This bug was introduced with changes for remapping sprites for MBF21 wads,
    trying to be compatible with DSDA.
    Added more predef mapping structure, to include SPR_PLAY,
    and SPR_BLUD in the sprites loaded by Heretic.

    *** w111_mapcolor, rev 1772
    Revised the am_map scheme for setting the mapcolor,
    to one with a structure that can be loaded easily for
    Doom, Heretic, and Hexen.
    Adjusted the colors for Heretic.

    Added cheat "gimme normmap", to return to a normal mapping.

    *** w111_bot_weapon, rev 1789
    Enhance bot weapon handling to use tables.
    The tables include heretic weapons.

    *** w111_bot_avoid, rev 1790
    Separate the player bump, avoid mobj, and avoid point flags, and
    handling. Reorganize some of the avoid logic.

    Convert bot look logic to use MT_xxx type compares, and not sprite
    name compares. This was broken in the Heretic thing compares.

    Make Heretic skullrod range what it was before.

    *** w111_friend_enable, rev 1791
    Added a menu control to enable friend, so heretic can use bot friends too.
    The values are off, on, MBF, auto.
    Auto does not do anything special, yet.
    Many sections of friend logic are now enabled by EN_friend, instead of EN_mbf.

    *** w111_heretic_cheat, rev 1797
    Added cheat words for the heretic weapons:

    *** w111_heretic_cheat2, rev 1798 (Pending)
    Fix the cheats again, so does not return before parsing
    entire command.

     
  • Wesley Johnson

    Wesley Johnson - 3 days ago

    The problem was introduced with MBF21, which had a comp[comp_ledgeblock], which in doomlegacy is EN_ledgeblock. This blocks monsters from going over ledges.
    It is currently enabled by EN_boom and EN_mbf21 (but not EN_mbf for some reason).
    This will take some time to figure out what the DSDA compatibility requires and what kind of options switch would fix it. I am considering adding another setting to one of the existing options instead of implementing a new comp ledgeblock option. Probably a dogs specific change, so to not affect the other monsters.
    It ought to be affected by come-here too. That should always have dogs go over the ledge.

     
  • Wesley Johnson

    Wesley Johnson - 3 days ago

    I really do not feel like doing this test with DSDA, as I do not run DSDA and would have to get a binary working first. I just take its code apart, not play it.
    Any chance that you have DSDA and could test what its behavior is with dogs and ledges..

     
  • Mr.Rocket

    Mr.Rocket - 3 days ago

    I do have dsda-doom binary for windows, but I have no idea how to enable the parameters to get the dogs.wad to work in DSDA other than loading the pwad -file dogs.wad, since DSDA would have no idea what +dogs_cnt # is. I suppose I'd have to make a custom script for it?

     

    Last edit: Mr.Rocket 3 days ago
  • Mr.Rocket

    Mr.Rocket - 3 days ago

    Ah here we go. I tested the MBF dogs in the Woof! source engine. it seems that the dogs AI don't want to leave that first ledge in Doom2's map01 Entryway. I'm not sure why, i suppose it's the strict rules that the AI has to follow, even if I have the parameters set in its config:

    [0-3(0)] Number of helper dogs to spawn at map start *
    player_helpers 3

    [0-1(1)] Make ghost monsters (resurrected pools of gore) translucent
    ghost_monsters 1

    [0-1(1)] Monsters return to their previous target after losing their current one *
    monsters_remember 1

    [0-1(1)] Monsters fight each other when provoked *
    monster_infighting 1

    [0-1(0)] Ranged monsters back away from melee targets *
    monster_backing 0

    [0-1(1)] Monsters avoid hazards such as crushing ceilings *
    monster_avoid_hazards 1

    [0-1(0)] Monsters move up/down steep stairs *
    monkeys 1

    [0-1(1)] Monsters are affected by friction modifiers *
    monster_friction 1

    [0-1(0)] Monsters prefer targets of injured allies *
    help_friends 0

    [0-999(128)] Minimum distance that friends keep between each other *
    friend_distance 128

    [0-1(1)] Dogs are able to jump down from high ledges *
    dog_jumping 1

    [0-3(3)] Default compatibility level (0 = Vanilla; 1 = Boom; 2 = MBF; 3 = MBF21)
    default_complevel 3

    The thing is, in the 1.48.14 version you had somehow fixed this, so those dogs in map01 of Doom2 would leave the ledge. Unless it was actually a bug that allowed them to leave?
    Either way, in other levels and Pwads, the MBF dogs seem to do what you'd expect, so i'm going to assume it's just a normal limitation of the MBF helpers having to do with the ledge in Doom2 map01.

    So, that brings us to the issue in Heretic.
    How long do you think it will be until the next upcoming release of Doom Legacy?

     

    Last edit: Mr.Rocket 3 days ago

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