Search found 161 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Sat Jan 24, 2009 7:39 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Minimap Graphic?
- Replies: 19
- Views: 1154
Re: Minimap Graphic?
True, and remnants of the code still exist as of the original code release; nothing was actually finished of it, however.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.
- 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 ...
- 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 ...
- 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
Funny, I always thought his accent was more of a mechanical one.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?
- 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 ...
- 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
A lot.Snarboo wrote:On an unrelated note, EDGE allows for custom bobbing per weapon, but I'm not sure how vastly EDGE differs from ZDoom
- 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 ...
- 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 ...
- 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
What about skins in PK3s?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.
- 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.
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.