Chaosforge Forum
DoomRL => Bug Reports => Topic started by: Motorheadbanger on March 04, 2012, 06:20
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The first one: when targeting any weapon with secondary firing mode, no hint is given about that. It's kinda easy to confuse aimed and usual shots in a long and tiresome firefight.
The second: I cleaned up all the level and clicked on the stairs. Autopilot guided the Doomguy into acid :-(
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Yeah, the pathfinding only goes so far, and after that it just tries the shortest path. At least it stops if you walk into acid/lava, but it should really stop before it.
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There is one more thing about the pathfinding — this system uses the shortest path only within the limit of the moves for running mode. If there is a wall just before the stairs and distance to walk is very long, the pathfinding just doesn't 'see' this wall.
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The first one: when targeting any weapon with secondary firing mode, no hint is given about that. It's kinda easy to confuse aimed and usual shots in a long and tiresome firefight.
If I'm not mistaken, there's no indication at all when it comes to firing. It may be possible to have some kind of SHIFT/CTRL/ALT indicator show up whenever you're holding one of those buttons down. If you're refering to the console mode, the game definitely tells you what kind of attack you're about to shoot.
I'll look into the pathfinding issue as well.
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...there's no indication at all when it comes to firing.
That's what I'm talking about.
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The (alt)fire indicator has now been restored in the repository.
I've also tweaked the path-finding (which affects the player and enemies) so it won't go through hazardous tiles without the envirosuit or equivalent.
(In fact, mouse-run will now path around hazardous tiles which could be considered cheating since the path-finding algorithm is omniscient, but it may be worth the convenience in this case.)