Hey, you forgot to give direct link again!
http://downloads.orcishweb.com/koraxdev ... 090708.zipThanks for update!
Firebrand wrote:
In small maps with few deathmatch starts, spawned monsters get stuck on previously spawned monsters, I fixed this by making monsters telefrag objects when spawned, but it's not the best solution IMO.
I was thinking about spawning monsters at Path Nodes along with deathmatch starts. This will not only solve the problem but also will make game more thrilling since player won't be able to predict where they appear.
Apart from that, we may use a counter that will iterate through all available start spots, so that monsters appear each time on the next start.
Firebrand wrote:
- Sometimes it seems that the game expects 1 extra monster from the spawned ones, thus making the game get stuck in certain waves, I've checked the code, but I'm not sure what's wrong.
I have a feeling that this may come from this line:
Code:
CountToSpawnBosses = Wave / (8 - PlayerCount - 1)
If PlayerCount = 8 and Wave = 1 this expression will result in -1. Try making
Code:
CountToSpawnBosses = Wave / (8 - PlayerCount + 1)
instead.
EDIT: actually I submitted this. Even if it wasn't the real or only cause, it could lead to some mistakes.
Also, I don't like the monster table much, in my opinion it makes some stronger monsters appear before weaker ones. It looks like you tend more to place Heretic monsters before Hexen ones, which is not always right; for instance some Heretic ones are faster than Hexen's (Heretic seem to be more dynamic game in general). We should check health/damage stats more precisely to make proper table.
And where are Ettins, by the way? they must be number 1 (or rather 0) monster in that table!
