Brief changelist: - unused weapons were removed - Particle fire effects (candles, torches ect both in Doom & Heretic) - JDOOM modelpacks for Doom & Heretic were used (i was take only items and some decorations - they look good enough) - Terrain lists for Heretic & Hexen - New Hexen support: this ...
There is a better suggession - FRAMEINFO
Something like that
Framename = (picname, X offset, Y offset, horisontal flip Flag, vertical flip Flag)
or
Framename = framename1 + framename2 // if there is a necessity to make an "applique"
SXF is correct - and the value is 256 now. I have to say this solution not good at all, because there is no possibility to use SXF_TRANSFERAMBUSHFLAG and SXF_NOCHECKPOSITION flags simultaneously. This is an issue with most moster or weapon mods that have random monsters in vanilla maps. SXF ...
- A big bunch jf improvemennts for the better gameplay (for instance pistols makes more damage at short range)
- footstep sounds are differ for the different floors. Terrain list and sounds were taken from ww-stranger.wad
As for the pain effect... ::ahem:: Cool :D ...and more thoughts: -Launch offset of Neutralizer's projectiles is incorrect. Obviously it was chosen so it's look like they fly out directly from weapon, but in reality they starts to the right of the player. In narrow tunnels or just when the player ...
If mod contains several player classes for different games (Doom, Heretic ect), they all are offered to choose at start inspite of what game is run. This is pointless and annoing.
And what about the possibility of separate weaponslot definition for different games?
Here is severeal thoughts: - Hand attack under new berserk is almost useless because it's too slow. I even waited until the effect gone before start melee. May be it will be better make hand attack under berserk not more deadly, but more faster? - I like pain effects and weapon recoil, this is ...
That said, a bug: if you type idfa you get the broken rifle and can't pick up a good one. And it turns out all Hexen's playerclasses are actually taller (64) than Doom's (56). It seems you tested "Hexen" player classes in Doom. They are not intended to run in Doom at all... As to rifle it's not a ...
- Looking at the playerpawn I think the footsteps problem can be solved if you explicitly specify all the states. Right now if the player goes into one of the vanilla doomguy states, at the end of it the code reaches a "goto" line and the state that the playerpawn goes to is the parent actor's ...
Ok, it's a time for a new version (2.10b). I don't remember all changes, but still try to list them: - Absolutely new pistol sprites. - Pistol AltFire switches to the secondary attack (it much more presize, but also much more slower) - M16 is removed. Instead it rifle is added on slot 0 (it makes a ...
http://rapidshare.com/files/59865086/TA_pe202b.zip.html This is a weapon/monster mod. Most of weapons and monsters are well-known and "over-used" in many wads and mods. Sorry :oops: What is new? Firs of all, i add the possibility of customization of gameplay. There are several "inventory" items in ...