Search found 308 matches

by Karate Chris
Sat Aug 01, 2009 8:19 am
Forum: Closed Bugs [GZDoom]
Topic: [r1739] Bug: Archvile Blast Velocity
Replies: 4
Views: 402

[r1739] Bug: Archvile Blast Velocity

The Z velocity given by the Archvile to its target appears to be much higher than it was before. This line of code is causing the problem:

Code: Select all

target->velz = Scale(thrust, 1000, target->Mass);
by Karate Chris
Sun Jun 07, 2009 3:00 am
Forum: Closed Bugs [GZDoom]
Topic: [2.3.1] Hexen bugs
Replies: 4
Views: 464

Re: [2.3.1] Hexen bugs

Here's a fix for the poision cloud bug:
by Karate Chris
Sat May 23, 2009 11:23 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Double Firing Speed Powerup
Replies: 4
Views: 447

Double Firing Speed Powerup

A friend requested that I port the double firing speed powerup over from Skulltag, so I have done.

See attached.
by Karate Chris
Sun Feb 22, 2009 2:51 am
Forum: Closed Bugs [GZDoom]
Topic: Crash with ÆoD v4.21 (r1433M)
Replies: 12
Views: 763

Re: Crash with ÆoD v4.21 (r1433M)

It appears the write buffer has been bumped from 1400 to 14000 in r1438.
by Karate Chris
Sun Feb 01, 2009 11:12 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: TEAMINFO Improvements
Replies: 0
Views: 170

TEAMINFO Improvements

This patch contains the following changes to TEAMINFO: - Restructured the TEAMINFO parser. - Added the ability to have teams for specific games types via a 'Game' option. - Added the ability to allow players to use custom colours via an 'AllowCustomPlayerColor' option. - Added a console command ...
by Karate Chris
Thu Jan 15, 2009 11:50 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: DropWeapon
Replies: 29
Views: 3779

Re: DropWeapon

This patch allows use of a 'weapdrop' command to drop your ready weapon.

See attached.
by Karate Chris
Wed Dec 31, 2008 4:27 am
Forum: Closed Bugs [GZDoom]
Topic: Firing empty weapon (or nothing)
Replies: 3
Views: 584

Re: Firing empty weapon (or nothing)

A check to determine whether the player has a weapon should be sufficient.

See attached.
by Karate Chris
Wed Dec 24, 2008 4:28 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: New Deathmatch Flags
Replies: 21
Views: 1156

Re: New Deathmatch Flags

Okay, I've added an autoaim disabling deathmatch flag. I've put it in with the other flags.

See attached.
by Karate Chris
Sun Dec 21, 2008 4:40 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: New Deathmatch Flags
Replies: 21
Views: 1156

New Deathmatch Flags

I have added some new and hopefully interesting deathmatch flags: All monsters must be killed before you can use a switch to exit (The ACS exit command is still allow) The ability to disable the automap The ability to prevent friends showing up on the automap The ability to prevent players using spy ...
by Karate Chris
Mon Dec 15, 2008 10:28 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Cleric Staff Fix
Replies: 1
Views: 284

Cleric Staff Fix

I noticed that players can drain health off of team mates when the team mates aren't actually losing any health. I've made a quick fix for it. See attached.
by Karate Chris
Sun Dec 14, 2008 4:39 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Summoned Actor Angle
Replies: 13
Views: 1041

Re: Summoned Actor Angle

Sorry for the delay. The command now works like this: summon <class name> <angle> The angle is relative to the player, so 'summon actor 0' will make the actor face away from the player and 'summon actor 180' will make it face the player. If no angle is specified then the default behaviour is assumed ...
by Karate Chris
Thu Nov 27, 2008 1:05 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Decal Spraying
Replies: 2
Views: 282

Decal Spraying

It can be pretty annoying when a player sprays decals everywhere. I would advise that it's made a cheat.
by Karate Chris
Thu Nov 27, 2008 12:48 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Summoned Actor Angle
Replies: 13
Views: 1041

Re: Summoned Actor Angle

I would have thought it would be more useful since you can hide from the monster and activate it when you need to.
by Karate Chris
Thu Nov 27, 2008 12:33 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Summoned Actor Angle
Replies: 13
Views: 1041

Summoned Actor Angle

Summoned actors always have an angle of 0. This patch makes the summoned actor face away from the player.
by Karate Chris
Sun Nov 23, 2008 10:13 am
Forum: Closed Bugs [GZDoom]
Topic: [r1293] Crash: Heretic E1M9
Replies: 5
Views: 322

[r1293] Crash: Heretic E1M9

While playing through Heretic E1M9 I experienced a crash. I have since tried to play this map but it crashes everytime, (not in the latest GZDoom, however.) I believe this is related to the sound code.

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