Talk:Berserk

Has anyone else noticed that you can only gib monsters with the berserk fist after the red haze wears off? oTHErONE (Contribs) 08:50, 23 January 2007 (UTC)


 * Not me. -- Jdowland 10:31, 23 January 2007 (UTC)


 * I seem to recall that contradicts it.    Ryan W 21:10, 23 January 2007 (UTC)


 * Did you mean that you can ALSO gib them after the haze wears off? Because I do that all the time. B10Reaper 19:37, 12 December 2008 (UTC)

Palette effect
Any volunteer programmer to explain the exact functionality of the red haze effect (described in st_stuff.c)? The UDS says palettes 3 and then 2 are used, but that's a pre-source description, and we could still describe the duration and final blinking effect in addition. Who is like God? 19:41, 2 June 2008 (UTC)

Gameplay description...

 * and temporarily increases the damage inflicted by the fist, the increase dropping with the gradual decrease of red haze, but never going away fully.


 * increases the strength of the player's punch attack tenfold until the level ends 

(Emphasis added.) Ahem. So which one is it? I don't know the source code well enough to identify a gradual change in damage, but there are some very long Tyson demos which I think would look very different if the power decreased with time. Ryan W 12:01, 12 December 2008 (UTC)


 * The latter. I've reverted the wrong edit. -- 128.240.229.7 17:44, 12 December 2008 (UTC) (Jdowland, not logged in)


 * You will notice that, if you had read it, it said "but never going away fully" because it is far more powerful right when you pick it up. That makes the first edit right, and it goes with the second one. "Temporarily increases the damage of the fist" is a bad edit. It makes it sound like it goes away. If you read the edit I just put back in, you'll notice that it says there is still a damage increase at the end of the sentence. B10Reaper 19:42, 12 December 2008 (UTC)


 * "temporarily" may be misleading, I agree. But how much more powerful is it at the beginning?  15x damage?  20x?  100x?    Ryan W 22:40, 15 December 2008 (UTC)


 * Is it in the source somewhere? I just play the game, I don't know how to read the source, but it takes one punch to kill a pinky with the haze and without it it takes me 2, on ultra violence so I am not sure. I am gonna go double check that later, but I am pretty sure its 1 and then 2 B10Reaper 17:52, 16 December 2008 (UTC)


 * The situation you just described would be easy to check with a demo. Go to E2M4, pick up the berserk pack, wait 3 minutes for the haze to disappear (maybe shooting at some monsters during the 3 minutes so you don't get killed), then open the nearby trap with all the spectres and start punching.  Chances are, two or three will go down on the first hit.


 * I'm no expert on the source myself, but I'll post what I've seen, in case one of our programmers wanders by. Here is the function for the player's punching attack:

void A_Punch ( player_t* player,                  pspdef_t* psp ) {       angle_t angle; int damage; int slope; damage = (P_Random %10+1)<<1; if (player->powers[pw_strength]) damage *= 10; angle = player->mo->angle; angle += (P_Random-P_Random)<<18; slope = P_AimLineAttack (player->mo, angle, MELEERANGE); P_LineAttack (player->mo, angle, MELEERANGE, slope, damage); // turn to face target if (linetarget) {           S_StartSound (player->mo, sfx_punch); player->mo->angle = R_PointToAngle2 (player->mo->x,                                         player->mo->y,                                          linetarget->x,                                          linetarget->y); }   }


 * The bolded section multiplies the damage by 10, and never by any other amount. The part where the hit points are actually subtracted from the target is contained in P_LineAttack (see the function PTR_ShootTraverse in p_map.c), but both of those are general "path following" and collision detection algorithms: if they behaved differently when red haze was present, then every hitscan weapon would be affected (and maybe every monster melee attack too!).


 * As they say at Wikipedia, however, one can't prove a negative. The only way to be 100 percent sure of this reasoning is to check every function in the entire program and make sure there is no reference to the red haze.  I think only certain people know the code quite that well.   :>     Ryan W 19:15, 16 December 2008 (UTC)


 * Strange, I could have sworn the damage lessened for some reason. I've got the full version, i'll test it fully on both the computer versions of doom 1 and 2, and the 360 port of doom to see where my idea came from, maybe i'm actually mistaken.


 * This topic has been checked and double-checked numerous times in the past, even by people who know the source code thoroughly and there is simply nothing controversial or unclear about how it works. The damage dealt during the red haze and after it is the same. -- Janizdreg 22:43, 16 December 2008 (UTC)


 * and STILL you fail to take out "temporarily" from the edit? If you want to try and sound intelligent, then don't put in something that contradicts its self 2 words later, I fixed it for you yet again. B10Reaper 23:58, 16 December 2008 (UTC)


 * I'm sorry if my previous message insulted you, that wasn't my intention. And thanks for fixing the "temporarily" part, it was indeed a mistake on my behalf to leave it untouched. Improving these articles collaboratively is what wikis are all about, after all! :) -- Janizdreg 02:49, 17 December 2008 (UTC)