Search found 7 matches

by Phoenix9000
Sun May 08, 2005 9:12 pm
Forum: Closed Bugs [GZDoom]
Topic: [63] Bug: Monster Alert Behavior
Replies: 35
Views: 3214

What's so funny? I can go with jumping, but mouselook kills the Doom feeling instantly. This is where I read jumping into your posts. It certainly implied you used jumping. If I was mistaken, that's fine, no harm done. And one last thing: I'll be blunt - I know I'm right. Why? Because that's the ...
by Phoenix9000
Sun May 08, 2005 8:10 pm
Forum: Closed Bugs [GZDoom]
Topic: [63] Bug: Monster Alert Behavior
Replies: 35
Views: 3214

Ok, lets play the post dissecting game. If you insist. Yes, in a classic Doom sense. I thought we were talking about ZDoom here, not Doom.exe. I suppose you're of the mind that running a Quakeworld client that includes positional and model frame interpolation is "cheating" too because the normal ...
by Phoenix9000
Sun May 08, 2005 2:23 pm
Forum: Closed Bugs [GZDoom]
Topic: [63] Bug: Monster Alert Behavior
Replies: 35
Views: 3214

Hobbs: Yes, DOSbox has full sound emulation. I've run Wolfenstein 3d and Wing Commander with it, although Wing Commander would occasionally crash DOSBox back to Windows. Belial: So somehow because I prefer to aim manually my gameplay experience is less "true" than yours? I suppose you're of the mind ...
by Phoenix9000
Sun May 08, 2005 9:07 am
Forum: Closed Bugs [GZDoom]
Topic: [63] Bug: Monster Alert Behavior
Replies: 35
Views: 3214

If your machine can handle it, you could run Doom in DOSBox with full sound support, but it's extremely system intensive to do this. I'm running an AMD XP1800+ with a GF4-ti4600 and the sound runs great, but visually it's more of a slideshow than the Doom 3 demo was. This is why I'm running Zdoom ...
by Phoenix9000
Sat May 07, 2005 8:49 pm
Forum: Closed Bugs [GZDoom]
Topic: [63] Bug: Monster Alert Behavior
Replies: 35
Views: 3214

No, it's alright. I work with game code all the time so I understand the technical limitations Graf is referring to, along with unwillingness to implement yet-another-feature-request, although I'd wager it's not so much a technical impossibility as opposed to involving a lot of work that could be ...
by Phoenix9000
Sat May 07, 2005 10:44 am
Forum: Closed Bugs [GZDoom]
Topic: [63] Bug: Monster Alert Behavior
Replies: 35
Views: 3214

And for 7 years I've been focused more on the Quake series, only going back to Doom to frag bots or scour the code for weapons data for my own project. Just call me Mr. Nitpicky Purist, but the monsters roaring after killing each other was always one of those touches I liked about Doom. While it may ...
by Phoenix9000
Sat May 07, 2005 12:17 am
Forum: Closed Bugs [GZDoom]
Topic: [63] Bug: Monster Alert Behavior
Replies: 35
Views: 3214

[63] Bug: Monster Alert Behavior

The monster alert behavior differs from what I'm used to seeing in Doom. I've tested this a few times with Doom.exe, and here's what I've found: In Doom, if a monster is hit by another monster it will do the following after killing the attacking monster, depending on the circumstances: 1) If the ...

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