Search found 161 matches

by MDenham
Tue Feb 03, 2009 7:01 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: DropWeapon
Replies: 29
Views: 3734

Re: DropWeapon

... which will get WFDS'd as soon as it is spotted. Depends; I might actually write up a code submission for that (I mean, I almost said feature suggestion/bug report at first, as for the INVENTORY.* flags, it's pretty obviously not supposed to be applied to the player, and then figured "you know ...
by MDenham
Tue Feb 03, 2009 5:19 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: DropWeapon
Replies: 29
Views: 3734

Re: DropWeapon

Add two 0-duration parts to the reload - one with A_ChangeFlag("INVENTORY.UNDROPPABLE", 1) at the beginning, and one with the same, only 0 instead of 1, at the end. I'm not sure that'd work. A_ChangeFlag, A_SetTranslucent, and similar functions assume it was the player that called the function ...
by MDenham
Mon Feb 02, 2009 8:34 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: DropWeapon
Replies: 29
Views: 3734

Re: DropWeapon

That's why there is an Undroppable flag. I was pretty sure there must be something of the sort. So, the solution to lizardcommando's problem: Add two 0-duration parts to the reload - one with A_ChangeFlag("INVENTORY.UNDROPPABLE", 1) at the beginning, and one with the same, only 0 instead of 1, at ...
by MDenham
Mon Feb 02, 2009 3:16 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: DropWeapon
Replies: 29
Views: 3734

Re: DropWeapon

I figured that deciding which weapon is droppable or not depends on whether or not it has a SPAWN state defined. For example, I didn't add one for my starting pistol in my mod, but I went back and put in a SPAWN state and I tested it again and it works. The thing is, that shouldn't be the sole ...
by MDenham
Mon Feb 02, 2009 2:23 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: DropWeapon
Replies: 29
Views: 3734

Re: DropWeapon

The dropweapon function fucks up if you try to drop a weapon while reloading. This could be solved by allowing people to set whether or not a weapon is droppable; you'd turn that off at the beginning of a reload, and back on at the end. (Some weapons, like the fists, obviously ought to have that ...
by MDenham
Sat Jan 24, 2009 7:39 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Minimap Graphic?
Replies: 19
Views: 1154

Re: Minimap Graphic?

Enjay wrote:There is a story, true or otherwise, that id had planned to have an Easter egg in the original Doom where you could use the automap for a mini Asteroids game-in-game.
True, and remnants of the code still exist as of the original code release; nothing was actually finished of it, however.
by MDenham
Fri Jan 16, 2009 11:01 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: ZDoom with OpenAL
Replies: 462
Views: 46935

Re: ZDoom with OpenAL

Out of curiosity, is there some recommended place for 3rd party shared libraries on windows systems? I imagine anywhere in the path should do, but system32 is the only place I know of that's always in the path... System32 is, unfortunately, the "recommended place"; however, programs are horrible ...
by MDenham
Mon Dec 22, 2008 1:55 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Link Monsters
Replies: 16
Views: 859

Re: Link Monsters

A quick workaround to something like this would be to have a monster have [wiki]A_AlertMonsters[/wiki] in his Chase state, but it'd most likely alert monsters you DON'T want alerted. This could be averted with careful map planning, though. This could also be done with Thing_Hate - you'd need to use ...
by MDenham
Mon Dec 15, 2008 7:23 pm
Forum: General
Topic: Important announcement regarding my involvement with ZDoom
Replies: 169
Views: 7959

Re: Important announcement regarding my involvement with ZDoom

Enjay wrote:I mean, [Stephen Hawking] is English and has spent nearly all his life in England - yet he speaks with an American accent. What's up with that? :lol:
Funny, I always thought his accent was more of a mechanical one.
by MDenham
Sun Dec 14, 2008 4:41 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: GPL ZDoom?
Replies: 17
Views: 1409

Re: GPL ZDoom?

I'd say Ken Silverman dug himself a pretty big hole to sink his own license into. Essentially he implicitly relicensed his entire code under the GPL when he agreed to this distribution. As far as that goes (and I'm not a lawyer, though I play one on TV follow enough of Slashdot's "let's argue over ...
by MDenham
Mon Nov 24, 2008 6:14 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Weapon bobbing based on actual movement speed
Replies: 41
Views: 4194

Re: Weapon bobbing based on actual movement speed

Snarboo wrote:On an unrelated note, EDGE allows for custom bobbing per weapon, but I'm not sure how vastly EDGE differs from ZDoom
A lot.
by MDenham
Sat Nov 22, 2008 10:00 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Some state jumps, functions and flags - necessary ones
Replies: 12
Views: 687

Re: Some state jumps, functions and flags - necessary ones

GrafZahl, all right, as you wish. ALthough it seems odd to me that these weren't present from the very beginning. But whatever. MDenham, I suppose you forgot quotation marks for direct state jumps in these examples. I didn't understand them because of that at first... Well, if using X-1 works like ...
by MDenham
Fri Nov 21, 2008 3:44 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Some state jumps, functions and flags - necessary ones
Replies: 12
Views: 687

Re: Some state jumps, functions and flags - necessary ones

To handle these in order (well, some of them, at least - I'mma be lazy): * Jumping if less than X in inventory: Sample: A_JumpIfInventory("blah", X-1, Continue) A_Jump(Less) Continue: * Jumping if exactly X in inventory: Sample: A_JumpIfInventory("blah", X, Continue) A_JumpIfInventory("blah", X-1 ...
by MDenham
Mon Nov 10, 2008 9:37 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: [patch] zdoom not searching for pk3 files in skins dir
Replies: 12
Views: 688

Re: [patch] zdoom not searching for pk3 files in skins dir

Graf Zahl wrote:Patch or no patch - the Skins directory is designed to contain skins, not generic autoload stuff. As such this may as well go directly to the trash heap.
What about skins in PK3s?
by MDenham
Sun Oct 19, 2008 10:07 pm
Forum: Closed Bugs [GZDoom]
Topic: [r1271] Unable to set dmflags to 7672836 via command line
Replies: 7
Views: 992

Re: [r1271] Unable to set dmflags to 7672836 via command line

Out of curiosity, why are you setting it so that the only powerups that respawn are invulnerability and megaspheres?

I agree it seems odd that it's doing this, but the whole "no 'respawn powerups' + 'respawn mega powerups'" flags looks odd to me also.

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