Multiple Collisions
#17952 posted by
Preach on 2016/12/29 18:53:08
The fiend deals damage in every every frame to each entity that it collides with, until it is resting on the ground. In a normal sideways leap the first collision stops the fiend's horizontal movement, so it doesn't collide with you on the second frame because it's not moving towards you.
Two things go wrong when the fiend attacks from above. Firstly, landing on a player doesn't count as resting on the ground for the fiend, so the attack animation continues after it hits you. Secondly, although the first collision cancelled its vertical motion, gravity accelerates it down again next frame, so you get repeated collisions. It isn't doing any more damage than normal per collision, it's just multiple collisions that stack to create near-instant death.
In Quoth there's a crude fix to this problem - leaping monsters can only inflict damage once per leap. If you're mapping for the vanilla jam then there's no workaround other than making sure the fiend can't attack from that far above.
What A Fiend
#17953 posted by
mjb on 2016/12/29 19:22:57
Thanks Preach, that about explains every facet of the fiend dilemma I could be having. I moved the fiend back a bit and his jump hasn't one-shot me in about 10 tests (Since you are now more or less horizontal with the bastard at the time.) I may leave it this way or just slap an ogre down instead.
It Does Not Resolve THE Real Question...
#17954 posted by
JPL on 2016/12/29 20:20:29
.. do Fiends have eyes ?
#17954
#17956 posted by
Kinn on 2016/12/29 20:33:30
No, but before you gib, you do have about 1/100th of a second to look up and possibly resolve the age-old question of "do fiends have willies?"
Yes
To both eyes and willits.
There's No Love For Willits
#17960 posted by
killpixel on 2016/12/30 04:58:09
not even in the doomworld forums. How much of the id old guard remains anyway? cloud, willits... is that it? I suppose stratton should be counted too.
#17961 posted by
Newhouse on 2016/12/31 14:01:47
How do you remove wind ambient sound in vanilla Quake?
#17961
#17962 posted by
Kinn on 2016/12/31 14:09:03
add -noambientsky to the vis command line
How Do I Compile Maps In Trenchbroom Mac OS X
#17964 posted by
Naitelveni on 2017/01/02 23:53:34
Help me! i have no clue O_o
i've been compiling maps in console with windows, and now im tired of rebooting my computer everytime i want to map.
i need a total beginners guide, step by step.
YES
#17966 posted by
Naitelveni on 2017/01/03 01:00:23
it didnt help me, its alot easier on windows to create a .bat file :/
please, i need help
Naitelveni
#17967 posted by
khreathor on 2017/01/03 03:11:35
Have you tried using Automator to generate simple batch file?
What About The Builtin Compilation Support
#17969 posted by
SleepwalkR on 2017/01/03 07:07:18
in TB2? Shouldn't that do what you want?
Look For The Section In The Manual
#17971 posted by
SleepwalkR on 2017/01/03 16:33:44
TB2 can launch your compilers for you, so you don't need to create a batch file or shell script. You have to set it up though, it's under Run > Compile in the menu.
FIXED
#17972 posted by
Naitelveni on 2017/01/03 16:41:20
The pathing was all screwed up, the automatic system didnt work for some reason, and I had to rename all the parameters in the runtools.
Thank you Khreathor for helping me! :)
#17973 posted by anonymous user on 2017/01/03 16:48:30
You're welcome :)
@SleepwalkR
We figured it out through TB2, as you suggested.
How To Make Landscape For Quake Map?
#17974 posted by
DOOMer on 2017/01/03 18:18:19
In modern level editors (e.g J.A.C.K. or TrenchBroom v2).
DOOMer
#17975 posted by
mjb on 2017/01/03 18:21:33
If you mean things like rock walls and bumpy ground then this is a great guide:
http://www.simonoc.com/pages/articles/rockwall1_1.htm
You can use the same tutorial for ground terrain, just make it less pronounced.
#17976 posted by
topher on 2017/01/03 19:05:28
and with tyrutils-ericw light.exe you have phong too!
it really helps like sock says