DRL > Bug Reports

Pushing barrels paints a floor

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MaiZure:
Or we could just keep this bug in here forever and build a mythos around it. Start a pool on when it's going to be changed. Tie it to picking up the DS. And finally, create achievements for folks who manage to relocate the entire bridge elsewhere.

Mader Levap:
Maybe we all are coming to it from wrong direction?

My proposition: do away completely with barrels as special floor tile. Implement them as "Monsters" with very specific AI and attributes.

This AI and attributes will ensure they will not move, will not count in kills, are pushable, explode when die, etc etc - and hopefully not everything in same attribute isBarrel or something equally shoddy. I would want to allow, for example, exploding monsters on kill.

It would allow for:
- Elimination of most often reported bug in history of DoomRL. Sorry, this cannot be left as is.
- Having many various background tiles (currently default + bridge, water/acid/lava tiles are special case) in future versions of DoomRL. Without this fix, it will get only worse in future.
- Allows pushing barrels over water, flooding level with water does not leave islands with barrels on them, allowing barrels to survive a while on acid (push run away, watch monsters go boom) etc.
- Easy "exploding monsters" for modders.

Surely it is less work than some unneeded level layer just for barrels?

LuckyDee:

--- Quote from: Mader Levap on September 04, 2013, 07:40 ---"Monsters" with very specific AI and attributes.

--- End quote ---

OK, and how many times are you going to go for YAAM on a level filled with napalm barrels?

emulord:

--- Quote from: LuckyDee on September 04, 2013, 11:49 ---OK, and how many times are you going to go for YAAM on a level filled with napalm barrels?

--- End quote ---
will not count in kills

I like this, depending on the code. You need to change "bump against" behavior based on target 'monster'. Door?/Barrel open/push vs melee strike against all other monsters. Should be easy to do I think.

LuckyDee:

--- Quote from: emulord on September 04, 2013, 12:22 ---depending on the code
--- End quote ---

That's just the thing: there's a lot of different possible solutions, all with their pros and cons, but it all depends on how everything's set up to interact. Since moving into a monster and moving into a barrel yields completely different results, I'm willing to bet that no pushing mechanism is in place for this type of interaction, for starters. And there's more of course, such as the kill % and stuff I'm likely to be completely overlooking.

Mader may have handed us the solution, but it's the four words you just wrote down that make all the difference.

Either way, don't feel deterred by me; please keep spewing ideas. Who knows what may lead to the eventual solution...

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