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Does BJ grin too quickly in Spear of Destiny?
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Andy_Nonymous
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PostPosted: Fri May 11, 2012 3:09 pm
   Subject: Does BJ grin too quickly in Spear of Destiny?
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Hey Wolfers! Happy 20th Anniversary! Laughing

Something I've noticed in Spear is that BJ does a very quick grin when he picks up a chaingun, unlike in Wolf3d where he holds it until the chaingun pickup sound completes. This is because in Spear the chaingun pickup sound is a digitized sound, and the current test for GETGATLINGSND only works for AdLib sounds. This "bug" occurs in both the original DOS and in the SDL version of Spear.

Should BJ grin through the whole pickup sound? If so, this would be considered a bug in the original source and in the Wolf4SDL engine.

In any case, below is my proposed solution. This fix should be valid for both DOS and SDL versions (I have tested it in the SDL only, so far). If the consensus is that this should be fixed, and that my solution works correctly, this should be referenced in the "bugs in the original source code" thread and the Wolf4SDL thread.

All of the code in red is added in WL_AGENT.CPP:

Near the top declare two variables:
::: CODE :::
short           anglefrac;

#ifdef SPEAR
    boolean         gotgatgun;         // BJ grin fix
    int                 grincount;
#endif


objtype        *LastAttacker;


In UpdateFace:
::: CODE :::
void UpdateFace (void)
{
    // don't make demo depend on sound playback
    if(demoplayback || demorecord)
    {
        if(facetimes > 0)
        {
            facetimes--;
            return;
        }
    }
#ifdef SPEAR
    else if (gotgatgun)                       // use for BJ grin pic hold
        {
          if ((grincount += tics) >= 290)   
              {                                     // keep returning until count     
                grincount = 0;                // reaches 290, then reset and     
                gotgatgun = false;          // allow normal face updates
              }
           else
              return;
        }
#else

    else if(SD_SoundPlaying() == GETGATLINGSND)
        return;
#endif

    facecount += tics;


In TakeDamage, wipe BJ's grin off his face:
::: CODE :::

    if (godmode != 2)
        StartDamageFlash (points);

#ifdef SPEAR
    gotgatgun = false;     // BJ grin fix
    grincount = 0;
#endif


    DrawHealth ();
    DrawFace ();


Do likewise in HealSelf:
::: CODE :::
    gamestate.health += points;
    if (gamestate.health>100)
        gamestate.health = 100;

#ifdef SPEAR
    gotgatgun = false;     // BJ grin fix
    grincount = 0;
#endif


    DrawHealth ();
    DrawFace ();


Finally, in GetBonus, set the variables:
::: CODE :::

        case    bo_chaingun:
            SD_PlaySound (GETGATLINGSND);
            facetimes = 38;
            GiveWeapon (wp_chaingun);

            if(viewsize != 21)
                StatusDrawFace (GOTGATLINGPIC);
            facecount = 0;
#ifdef SPEAR
            gotgatgun = true;     // BJ grin fix
            grincount = 0;
#endif

            break;


Please chime in on whether you feel this is actually a "bug" or not, and if you have a more optimal way of correcting it.

Thanks,
Andy
Thomas
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PostPosted: Fri May 11, 2012 3:15 pm
   Subject: Re: Does BJ grin too quickly in Spear of Destiny?
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Got no clue 'bout correcting it, but I have an opinion nonetheless: Why on earth did they use that sound for the chaingun?! It makes absolutely no sense. Its sinister tone suits the actual spear way better, at least more than that cheesy chiming sound. The game itself seems rushed, in my opinion. But I suppose they had better things to do (such as preparing DOOM)...
Chris
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PostPosted: Fri May 11, 2012 4:05 pm
   Subject: Re: Does BJ grin too quickly in Spear of Destiny?
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When I used to play DOS Wolf3d/Spear on my 386/486 PCs, the digitized sounds would always cut off early: I never knew the closing door sound had that thud at the end, and the officer always said "Nein so" when they died (which sounded like "Time froze!" to me), and I clearly remember an experience where I heard a "WAZ!" randomly around 30 minutes later on E4L2... walking through that red eagle room AFTER all the enemies were dead (and had no clue what the heck it was, or what it meant, as I never heard this sound anywhere before!), but I found out years later that this was the "ending word" of the officers death sound (by adding something to SET BLASTER in autoexec, then I was finally able to hear each digitized sound in their entirety), so the BJ grin seemed ok to me all that time (as the Spear chaingun sound would cut off before the second note anyway). Maybe that's why some of the Spear beta testers listed in the ending credits never noticed this either? Very Happy
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PostPosted: Sat May 12, 2012 11:58 am
   Subject: Re: Does BJ grin too quickly in Spear of Destiny?
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Thomas wrote:
Got no clue 'bout correcting it, but I have an opinion nonetheless: Why on earth did they use that sound for the chaingun?! It makes absolutely no sense. Its sinister tone suits the actual spear way better, at least more than that cheesy chiming sound. The game itself seems rushed, in my opinion. But I suppose they had better things to do (such as preparing DOOM)...


Game seems rushed? I don't know how it was rushed, it only took so little time to make because all they had to do was basically make new maps.

And I'm sure the sound plays because the chaingun was considered the big, bad gun so they have it this dark sound.
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PostPosted: Mon May 14, 2012 4:26 pm
   Subject: Re: Does BJ grin too quickly in Spear of Destiny?
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Thomas wrote:
The game itself seems rushed, in my opinion...
As far as the maps were concerned, it does sort of seem that way; Floor 4 has an SS-related bug in a hidden area with Pink Bricks. I did code in a bugfix for that in my Base Of Operations source code, so that the bug doesn't occur if you use that EXE.

Also, there are numerous areas where lots of empty space is, when you find areas with several Ammo Boxes. Presumably, older versions of the SOD maps existed, and these versions had 8-Ammo Clips used instead of 25-Ammo Boxes. IMO, Id should've at least decreased the amount of space where the ammo was. Rolling Eyes
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