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Operating System and version: Windows 10 64 bit (22H2)
Game: Chex Quest
Any loaded WADs and mods (please include full command line):
Bug description
Bug description
This is not a bug in Chocolate Doom itself, but there is a mistake in chex.deh for the behavior of lost souls -- in the DOS version of chex.exe, lost souls do not do their charging attack, but they do in Chocolate Doom. The Ultimate Doom IWAD is used for testing, as lost souls have no sprites in Chex Quest's IWAD and would be invisible.
The lost souls will attack you as the only changed behavior of Thing 19 (lost soul) is set as "Height = 0".
Expected behavior:
When using the following in DOS (or in DOSBox) with Ultimate Doom's IWAD renamed to chex.wad (or just using -file DOOMU.WAD):
chex.exe -warp 2 8 -skill 4
The lost souls will not attack you.
I suspect there is a mistake in chex.deh, and Thing 19 should have "Far attack frame = 0" and not "Height = 0". This is consistent with a file I found dated 2008 from soulsphere.org (I think?) with Fraggle's analysis of the original chex.exe which states the following about the lost souls behavior:
mobj 18: field 12 changed (589 -> 0)
far attack frame set to S_NULL - lost souls don't do the charge attack
This leads me to believe that the "Height = 0" for Thing 19 in chex.deh was a mistake and it should be "Far attack frame = 0" instead.
This might be a little nitpicky as vanilla Chex Quest 1 and 2 don't have lost souls and I'm not aware of any mods for vanilla Chex Quest that use alternate lost soul sprites or anything like that, but I figure that no variation in behavior is too small to account for in Chocolate Doom.
The text was updated successfully, but these errors were encountered:
Background
Version of Chocolate Doom: 3.0.1
Operating System and version: Windows 10 64 bit (22H2)
Game: Chex Quest
Any loaded WADs and mods (please include full command line):
Bug description
Bug description
This is not a bug in Chocolate Doom itself, but there is a mistake in chex.deh for the behavior of lost souls -- in the DOS version of chex.exe, lost souls do not do their charging attack, but they do in Chocolate Doom. The Ultimate Doom IWAD is used for testing, as lost souls have no sprites in Chex Quest's IWAD and would be invisible.
Observed behavior:
When using:
chocolate-doom.exe -gameversion chex -iwad doomu.wad -deh chex.deh -warp 2 8 -skill 4
The lost souls will attack you as the only changed behavior of Thing 19 (lost soul) is set as "Height = 0".
Expected behavior:
When using the following in DOS (or in DOSBox) with Ultimate Doom's IWAD renamed to chex.wad (or just using -file DOOMU.WAD):
chex.exe -warp 2 8 -skill 4
The lost souls will not attack you.
I suspect there is a mistake in chex.deh, and Thing 19 should have "Far attack frame = 0" and not "Height = 0". This is consistent with a file I found dated 2008 from soulsphere.org (I think?) with Fraggle's analysis of the original chex.exe which states the following about the lost souls behavior:
mobj 18: field 12 changed (589 -> 0)
far attack frame set to S_NULL - lost souls don't do the charge attack
This leads me to believe that the "Height = 0" for Thing 19 in chex.deh was a mistake and it should be "Far attack frame = 0" instead.
This might be a little nitpicky as vanilla Chex Quest 1 and 2 don't have lost souls and I'm not aware of any mods for vanilla Chex Quest that use alternate lost soul sprites or anything like that, but I figure that no variation in behavior is too small to account for in Chocolate Doom.
The text was updated successfully, but these errors were encountered: