Search found 134 matches
- Tue Sep 04, 2018 3:14 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: high angle viewed sprities
- Replies: 29
- Views: 2629
Re: high angle viewed sprities
Look like they do now from the angles given, obviously the hidden sides of 1 angle objects would have to be a reasonable guess at what the original artist intended. Many objects only have 1 angle. Monsters have 8. If the monster artists didn't accurately render each angle to a single common 3D model ...
- Tue Sep 04, 2018 12:31 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: high angle viewed sprities
- Replies: 29
- Views: 2629
Re: high angle viewed sprities
With voxels you can make the monsters/items look exactly as they do now, except instead of just 8 viewpoints you'd have infinite. Too bad voxel models aren't as easy to implement as polygonal models.
- Sun Sep 02, 2018 1:27 pm
- Forum: General
- Topic: Doom2 map15 secret
- Replies: 7
- Views: 876
Re: Doom2 map15 secret
That means his player bounding box noclipped inside of the teleporter floor, and noclipping is cheating!
- Sat Sep 01, 2018 3:48 pm
- Forum: General
- Topic: Doom2 map15 secret
- Replies: 7
- Views: 876
Re: Doom2 map15 secret
Ya apparently its possible to get pushed into it using a pain elemental https://www.youtube.com/watch?v=irNoHfnLXRM&t=3m6s My guess is that movement from getting hit by a projectile doesn't immediately trigger the step up code, or perhaps it moves the player so fast that step up doesn't trigger ...
- Sat Sep 01, 2018 1:52 pm
- Forum: General
- Topic: Doom2 map15 secret
- Replies: 7
- Views: 876
Doom2 map15 secret
The sector is 16 units wide, and the player bounding box center to player edge is 16 units. Secrets aren't counted until player's center is on the secret sector floor. warp 56, -3616 184 My guess is that when the player's edge is about 1 unit away from a higher sector that is low enough to step on ...
- Sat Sep 01, 2018 11:07 am
- Forum: General
- Topic: z coordinate
- Replies: 3
- Views: 390
Re: z coordinate
There's a setting to show coordinates in map mode, forgot what is was. Can also do idmypos 1 to show in FP mode.
- Mon Aug 27, 2018 5:41 pm
- Forum: General
- Topic: z coordinate
- Replies: 3
- Views: 390
z coordinate
When your center is above a table top it reports your z coordinate as being the z of that table top. However, while still hanging on the edge of the table top, if your center is above the ground below, your z coordinate is reported as being the z of the ground below. I noticed this when I jumped ...
- Thu Aug 16, 2018 12:59 pm
- Forum: General
- Topic: Map secret lines covering trigger lines
- Replies: 0
- Views: 194
Map secret lines covering trigger lines
Usually in the map you can see trigger lines (using am_showtriggerlines) , unless there is an overlapping secret line. One example is on Heretic E2M2 warp -315 927 152 . There is a trigger line (that opens a door to the south) here covered by a secret line. Is there a way to change the draw order so ...
- Wed Aug 15, 2018 6:20 pm
- Forum: Technical Issues
- Topic: Joystick settings
- Replies: 3
- Views: 1093
Re: Joystick settings
Is it possible to disable auto-engaging wings of wrath when you push up? I keep accidentally engaging it, and typing land doesn't seem to disable it either.
- Wed Aug 15, 2018 7:04 am
- Forum: Technical Issues
- Topic: Joystick settings
- Replies: 3
- Views: 1093
Re: Joystick settings
I just found out that there is a game vertical control axis, works good with wings of wrath. A flybob cvar would be nice, kind of annoying when trying to make slight vertical adjustments https://forum.zdoom.org/viewtopic.php?f=4&t=730 Just checked out https://github.com/rheit/zdoom/blob/master/src/m ...
- Tue Aug 14, 2018 10:18 pm
- Forum: Technical Issues
- Topic: Joystick settings
- Replies: 3
- Views: 1093
Joystick settings
I couldn't use the menu_joystick because all the dials went to the left when highlighted. I saw at the bottom of the .ini file the axis settings. Is editing the ini file the only way? I try to put all my settings in a cfg file whenever possible. EDIT: Is there only global sensitivity, or also per ...
- Sun Aug 05, 2018 5:34 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Scaling option for automap sprites
- Replies: 4
- Views: 790
Re: Scaling option for automap sprites
By bounding box does makes sense, though I believe there are items that hang from the ceiling that don't even have bounding boxes. Also the width/depth bounding box can be very different than the sprite dimensions, such as Heretic pillars. They have a small width/depth bounding box but are very tall ...
- Sun Aug 05, 2018 8:25 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Hide "invalid sound position/velocity" messages
- Replies: 49
- Views: 7015
Re: Hide "invalid sound position/velocity" messages
"Doom does not know the concept of 'outside any sector'. Any valid point inside the map boundaries belongs to some subsector and as a consequence to some sector." This explains why when you're next to a sector with slime (but don't appear to be in any sector) you take damage. It would be interesting ...
- Sun Aug 05, 2018 8:16 am
- Forum: Feature Suggestions [GZDoom]
- Topic: Scaling option for automap sprites
- Replies: 4
- Views: 790
Re: Scaling option for automap sprites
Perhaps draw order could help as well, such as draw items that are on the item count last so you can see them on top of corpses.
Related thread
viewtopic.php?f=4&t=59184
Related thread
viewtopic.php?f=4&t=59184
- Wed Mar 21, 2018 8:00 am
- Forum: General
- Topic: List of physics cvars
- Replies: 5
- Views: 671
Re: List of physics cvars
Thanks for the link. After looking through the list it looks like there's no way to alter acceleration and friction unfortunately. I suppose bots, fog, and railguns cmds/vars are unsupported.