Difference between revisions of "Ghost monster"
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: ''This article is about the bug in [[Doom II]]. For information about the Heretic monster type, see [[Ghosts (Heretic)]]'' | : ''This article is about the bug in [[Doom II]]. For information about the Heretic monster type, see [[Ghosts (Heretic)]]'' | ||
− | ''' | + | A '''ghost monster''' is a monster with unusual properties. This is caused by a rare [[|engine bug|bug]] that occurs when the [[monster]]'s corpse becomes a small pool of gore by being crushed under a door or ceiling and is then resurrected by an [[arch-vile]]. The ghost monster still behaves like before being killed, except that it takes some of the properties of the pool of gore. When moving, these properties allow it to move through walls to [[sector]]s that are equal to or lesser in height in respect to the one it occupies. As far as combat is concerned, the ghost monster can usually only be harmed by [[splash damage]], monster [[melee]] attacks, [[arch-vile]] attacks, and [[telefrag]]ging. Nonetheless, since its near-immunity to some attacks occurs because it cannot be aimed at, it is possible to harm it by hitting a specific, very narrow area (equal to the height of a small pool of gore) at the base of its axis with a regular [[projectile]] attack, although this is very difficult to achieve. |
− | + | Some [[PWAD]]s have used the ghost monster phenomenon as a feature, such as [[Requiem]]'s [[MAP23: Hatred (Requiem)|MAP23: Hatred]] and [[Icarus: Alien Vanguard]]'s [[MAP24: The Haunting (Icarus: Alien Vanguard)|MAP24: The Haunting]]. | |
− | In extremely rare cases, a memory overflow can occur which causes all [[ | + | As with many bugs, this one is fixed in various [[source port]]s, although in some of those it can optionally be enabled. |
+ | |||
+ | In extremely rare cases, a memory overflow can occur which causes all [[thing]]s, including [[player]]s and monsters, to become ghosts. In [[deathmatch]] play, this phenomenon is termed the ''DM no-clipping bug''. | ||
==Technical== | ==Technical== | ||
− | The following code creates pools of | + | The following code creates small pools of gore: |
<pre> | <pre> | ||
P_SetMobjState (thing, S_GIBS); | P_SetMobjState (thing, S_GIBS); | ||
Line 17: | Line 19: | ||
</pre> | </pre> | ||
− | The parameters are not restored upon resurrection, so all such pools of blood are potential ghosts ''if'' the original monster has a | + | The parameters are not restored upon resurrection, so all such pools of blood are potential ghosts ''if'' the original monster has a resurrection sequence (a set of sprite pointers usually containing the frames of the death of the monster in reverse). Most [[monsters]] have one, with the [[lost soul]], [[arch-vile]], [[cyberdemon]], and [[spiderdemon]] being exceptions. |
==Notes== | ==Notes== | ||
− | The [[ | + | * The [[pain elemental]] specifically has a resurrection sequence, yet normally leaves no corpse to resurrect. If one is crushed to death or while dying, however, a pool of gore is generated. This means pain elementals can only be resurrected as ghosts. |
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− | |||
==Demo== | ==Demo== |
Revision as of 14:46, 24 August 2008
- This article is about the bug in Doom II. For information about the Heretic monster type, see Ghosts (Heretic)
A ghost monster is a monster with unusual properties. This is caused by a rare [[|engine bug|bug]] that occurs when the monster's corpse becomes a small pool of gore by being crushed under a door or ceiling and is then resurrected by an arch-vile. The ghost monster still behaves like before being killed, except that it takes some of the properties of the pool of gore. When moving, these properties allow it to move through walls to sectors that are equal to or lesser in height in respect to the one it occupies. As far as combat is concerned, the ghost monster can usually only be harmed by splash damage, monster melee attacks, arch-vile attacks, and telefragging. Nonetheless, since its near-immunity to some attacks occurs because it cannot be aimed at, it is possible to harm it by hitting a specific, very narrow area (equal to the height of a small pool of gore) at the base of its axis with a regular projectile attack, although this is very difficult to achieve.
Some PWADs have used the ghost monster phenomenon as a feature, such as Requiem's MAP23: Hatred and Icarus: Alien Vanguard's MAP24: The Haunting.
As with many bugs, this one is fixed in various source ports, although in some of those it can optionally be enabled.
In extremely rare cases, a memory overflow can occur which causes all things, including players and monsters, to become ghosts. In deathmatch play, this phenomenon is termed the DM no-clipping bug.
Contents
Technical
The following code creates small pools of gore:
P_SetMobjState (thing, S_GIBS); thing->flags &= ~MF_SOLID; thing->height = 0; thing->radius = 0;
The parameters are not restored upon resurrection, so all such pools of blood are potential ghosts if the original monster has a resurrection sequence (a set of sprite pointers usually containing the frames of the death of the monster in reverse). Most monsters have one, with the lost soul, arch-vile, cyberdemon, and spiderdemon being exceptions.
Notes
- The pain elemental specifically has a resurrection sequence, yet normally leaves no corpse to resurrect. If one is crushed to death or while dying, however, a pool of gore is generated. This means pain elementals can only be resurrected as ghosts.
Demo
- A level demonstrating how a Pain Elemental can be resurrected, despite normally never leaving a body behind when it dies, as a ghost monster (file info). Step on button 1 to activate the crusher and wait for the Pain Elemental to die, and then step on button 2 to stop the crusher when it is near the ceiling. After that, step on button 3 to release the Arch-Vile and see the effect in action.