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>> No.5446415 [View]
File: 36 KB, 489x244, tank fire scared.png [View same] [iqdb] [saucenao] [google]
5446415

>>5446378
>>5446390
>>5446365
>>5446369
yeah but do you know how the RNG actually works?
the way its not actually a seed driven random number generator?
The random number generator in doom has a table of 256 values that have been pre-determined by the creators. Each time the generator is called it cycles the index up by one, and when it overflows it goes back to index 0.
hate to burst your balloon kid, but the random number generator isnt actually random, I could provide a video link about this but I think its better if you just look it up on youtube yourself (doom RNG).

thats why in zdoom, which faithfully recreates this procedure, if you save your game right before a revenant fireball smacks you for 70 or 80 damage, it will still smack you for 70 or 80 when you reload. There is no savescumming with this sorta feature.
(though if you want to change the values I think doing a few more random calls like firing a pistol or shotgun may advance the index enough to hurt you with something different)
The part im fuzzy on is whether the damage values from monsters are linked to the same damage calls your own weapons are. Because if they are separate then a monster would have to cause damage to something else for it to be altered before the revenant fireball hit you. But - if they are linked, then you could change the current index by shooting a hitscan gun.

>>5446375
the 1/3 chance comes from the fact that you could end up with 7 hits on the imp and only end up doing 55 damage with it, which is just 5 points shy.

Also your simple math is overlooking another issue
There are as many damage calls as there are pellets that strike. And the more damage calls you have the higher the chance the value will be average. So for the shotgun this is the actual amount its doing, not even withstanding that the RNG doesnt provide consistent results for any stretch of its indexes...
5* (1d3 + 1d3 + 1d3 + 1d3 + 1d3 + 1d3 +1d3)

ie, it is not a simple multiplier, its heavily weighted

>> No.4352762 [View]
File: 36 KB, 489x244, xcom xPiratez scared.png [View same] [iqdb] [saucenao] [google]
4352762

>>4352578
>>4352582
This gives me an idea for an end map, kinda like a d-day assault or shadow of the colossus.

You have to pass 4 gates, kinda charging up a mountain with a winding path. Each gate has a cyber in front of it, pretty much have to kill it to reach the switch behind it to open the gate. Meanwhile the Icon is tossing monsters either all over the map or up to the top area at least (it can actually fill up, then the spawn cubes start ?telefragging? monsters in those spots)

However two of the spawn spots for the cubes are down on the path up the way, giving small courtyards of combat that allow you to be easily flanked by the Cybers up on higher levels of the mountain.
> who have no problem maintaining a line of fire on your ass as you're winding up the path
> the scenery stalagtites, trees, and minor level geometry get in your way and can also make it easy for rockets to impact early before hitting the ground
> nevermind that there isnt much cover on the ground level in terms of level geometry to protect you against the archviles that did spawn down on the path.

Then as you go up the winding path if you managed to actually skip a cyber, its either allowed to get out of its pen and teleport after you, or the ledges to the lower levels of the mountain split and lower a little (kinda like a landslide) allowing them to be able to get a clear shot at you even up the mountain.
> though I like the idea of them being allowed to leave their pen and they then teleport in front of you, so you have to deal with Moar Cyber at the same time because you turned into a smartass and thought you could sneak around them. Or got skeered and turned on godmode just to skip past one.

>> No.4321131 [View]
File: 36 KB, 489x244, xcom_xPiratez_scared.png [View same] [iqdb] [saucenao] [google]
4321131

>>4321119
> seeing this
> reminds me somehow of the 23mm shotgun the russians have, the KS-23
> now I understand why each blast does so much damage, doomguy and the UAC are *not* using 12 gauge

>> No.4302417 [View]
File: 36 KB, 489x244, xcom_xPiratez_scared.png [View same] [iqdb] [saucenao] [google]
4302417

Guyz I have to say I just loaded up Smooth Doom for the first time (like to actually play it, not steal sprites out of it).

> Those gibs
> That SSG blasting monsters apart
> Those exceptional bullet spark impacts

I think im going to give up on modding for awhile because this thing just has it all.


>>4300796
>>4300802

It is generally the most comfy, biggest cross between military and supernatural. And I will second E2M4 though I have to give a particular shout out to the Music for that map, which AFAIK has not been used elsewhere.

>>4300853
E3M3 is my second favorite. Because of all that chaingun action, the fact there's a BFG, and being a small enough map that the Baron can actually hunt you down and be a lingering cringe danger.

>>4301150
> The BFG plays hard to get
> makes you want it more

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