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Removing damage randomness (GZDoom)


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The title has explained. Single attack's damage can vary highly... Often annoying. This modification is made to give attacks static damage values. Hooray!

FILE {NORANDOMINHURT.7z} TESTED IN GZDOOM 4.11.3

You may have a look at the changes:

Spoiler

 

Message also included in CHANGE_S.txt

"MISSILE" refers to the Thing's longer-range attack

 

Zombieman
MISSILE: 8 harm points

Shotgunner
MISSILE: 9 harm points, 27 damage total

Chaingunner
MISSILE: 8 harm points

Imp
MISSILE & MELEE: 12 harm points

Pinky / Spectre
MELEE: 20 harm points

Lost Soul
MELEE: 12 harm points

Cacodemon
MISSILE: 20 harm points
MELEE: 30 harm points

Revenant
MISSILE: 40 harm points
MELEE: 30 harm points

Hell Knight / Baron of Hell
MISSILE: 32 harm points
MELEE: 40 harm points

Arachnotron
MISSILE: 20 harm points
Mancubus
MISSILE: 32 harm points, 192 damage total
Spider Mastermind
MISSILE: 9 harm points, 27 damage total every shot

Cyberdemon
MISSILE: 90 harm points on impact plus usual splash damage

Wolfenstein SS
MISSILE: 8 harm points, 16 damage total every round

Player
FIST, PISTOL, CHAINGUN: 10 harm points
FIST UNDER BERSERK EFFECT: 100 harm points
CHAINSAW: 13 harm points
SHOTGUN: 10 harm points, 70 damage total
SUPER SHOTGUN: 10 harm points, 200 damage total
ROCKET LAUNCHER MISSILE: 90 harm points on impact plus usual splash damage
PLASMA GUN: 22 harm points
BFG9000: 66 harm points for each tracer, 460 harm points for projectile, 3100 damage total

 

... a tiny bonus: PISTOL, SHOTGUN & SUPER SHOTGUN lack the brief delay before firing

 

 

Suggestion? Point it! I am open to them.

Edited by -BLEEDTEA

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Always wanted something like this in conjunction with a fixed spread mod.

 

This was the first thing I noticed, I'm so autistic

Quote

the Pistol, Shotgun and Super Shotgun have their very brief pre-fire delay removed. sorry.

 

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I'm a bit intrigued as to what the practical consequences of removing RNG damage in Doom are.
I think logically the gameplay will become more predictable, and therefore the decision making easier to strategize.
I'll give it a try as soon as I can.

Edit: Is the revenant rocket damage still RNG or did you forget to specify it?

Edited by RataUnderground

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On 1/31/2024 at 9:41 AM, RataUnderground said:

Edit: Is the revenant rocket damage still RNG or did you forget to specify it?

forgot list inclusion. good pointer.

Edited by -BLEEDTEA

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I flippitydo hate RNG so much, so this initiative is very much appreciated (Because RNG hates me ;_;)

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  • 1 month later...

Update has arrived! Many values were decreased in this process. The feel is closer to Vanilla! I would say.
The obligatory changelog:

 

Spoiler

 

  • Chainsaw harm increased to 13 points.
  • Rocket impact damage lowered to 90.
  • Fists, Shotgun & Super Shotgun share the value of 10 damage.
  • Player Plasma harm slightly decreased to 22 points.
  • Pinky / Spectre MELEE, Caco MISSILE & Arachnotron MISSILE damage lowered to 20.
  • Bruiser MELEE & Revenant MISSILE harm points decreased to 40.
  • Caco MELEE & Revenant MELEE subtract 30 health now.
  • Mancubus MISSILE & Bruiser MISSILE damage points are now 32.
  • BFG tracer damage increased! 66 each.
  • BFG projectile damage lowered to 460.
  • File clean-up ...

I believe that is all.

 

 

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