1 - doesn't hud_scale cover this?
2 and 3 - Thought they had been [no]d before, nice to hear tey're under consideration though :)
Search found 1490 matches
- Fri Oct 16, 2009 10:25 am
- Forum: General
- Topic: Feature suggestion forum cleanup
- Replies: 5
- Views: 651
- Fri Oct 16, 2009 3:25 am
- Forum: General
- Topic: Feature suggestion forum cleanup
- Replies: 5
- Views: 651
Re: Feature suggestion forum cleanup
Here's a few more... "player.forwardmove" variants - already in http://forum.zdoom.org/viewtopic.php?f=15&t=20814 A_ScaleUp and A_ScaleDown - WFDS http://forum.zdoom.org/viewtopic.php?f=15&t=20401 FPS counter scaling in high resolutions? - already in http://forum.zdoom.org/viewtopic.php?f=15&t=18850 ...
- Thu Oct 15, 2009 10:44 am
- Forum: Abandoned/Dead Projects
- Topic: A small questionairre re: Night of the Homeless
- Replies: 13
- Views: 1358
Re: A small questionairre re: Night of the Homeless
1 - b / c. I think coins should only start homing when the player is very close. 2 - b 3 - b 4 - I think I'd like to see them at the end of every other round or so, once the kill count is met, but without removing all the mooks first. 5 - a! 6 - if it has to be limited, probably as many as skulltag ...
- Wed Oct 14, 2009 10:17 pm
- Forum: Abandoned/Dead Projects
- Topic: [Stronghold] Final version 1.0 out!
- Replies: 1559
- Views: 56126
Re: Stronghold - Final Shots! (p47)
Hehe, I was going to suggest some sort of silly "Jailgame" where you can fistfight other jailed players -- not actually harming them, but getting points and whatnot. Perhaps defeating an opponent could be faked by teleporting them (faking a 'respawn') when they take too much pseudo-damage. Hey, it ...
- Wed Oct 14, 2009 6:27 pm
- Forum: General
- Topic: New Monster Weapon Mapping Website!
- Replies: 309
- Views: 15405
Re: New Monster Weapon Mapping Website!
You'll need something that works with layers. The obvious name is Photoshop, but it's kinda expensive so if you want to stay legit you can try Gimp. http://www.gimp.org/ You could also play around with 2D vector graphics packages like Inkscape and Illustrator . You'll probably still want to do the ...
- Wed Oct 14, 2009 5:46 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [1764] Melee weapons not "sticking" ...
- Replies: 15
- Views: 2169
Re: [1764] Melee weapons not "sticking" ...
Could it have something to do with the new autoaim flags for weapons? Melee weapons should autoaim by default (so maybe they should have that new flag in zdoom.pk3). Just a guess.
- Mon Oct 12, 2009 4:22 pm
- Forum: Editing (Archive)
- Topic: Transparent PNGs, What The Fuck
- Replies: 7
- Views: 638
Re: Transparent PNGs, What The Fuck
What's going on here is PNG supports two different kinds of transparency. With the most common kind of transparency, each pixel (for true color PNGs) or palette entry (indexed PNGs) has its own transparency info. This allows some pixels to be more transparent than others. The less common kind is ...
- Mon Oct 12, 2009 4:11 pm
- Forum: Editing (Archive)
- Topic: Intricate Decorate Weapon Problem
- Replies: 1
- Views: 439
Re: Intricate Decorate Weapon Problem
Sounds like this could be a bug to me. You can probably narrow it down to which weapons are causing the freeze by removing all but one weapon from slot 4, then put them back in one by one until it starts freezing again, then do the same for slot 6. Then, make a test case with only the weapons needed ...
- Tue Oct 06, 2009 11:09 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Vertical knockback for weapons
- Replies: 9
- Views: 999
Re: Vertical knockback for weapons
There is a slim chance this crazy untested code might work: actor NatureMissile : DoomImpBall { +BUMPSPECIAL activation THINGSPEC_MonsterTrigger | THINGSPEC_NoDeathSpecial States { Spawn: TNT1 A 1 TNT1 A 0 Thing_SetSpecial(0, ThrustThingZ, 0, 8, 0) goto "Super::Spawn" } }
- Tue Oct 06, 2009 10:57 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: 3d floor emulation using Bridge Things
- Replies: 44
- Views: 1914
Re: 3d floor emulation using Bridge Things
But not auntie.
- Tue Oct 06, 2009 10:45 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: 3d floor emulation using Bridge Things
- Replies: 44
- Views: 1914
Re: 3d floor emulation using Bridge Things
Graf Oh snap, did Graf just get told? I honestly haven't bothered to try compiling gzdoom lately, been too busy with other stuff to spend much time with it. Maybe the shaders could be turned off by default, or an "auto" GL setting could detect GL features available and use whichever version of the ...
- Mon Oct 05, 2009 8:56 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: PlayerUse / PlayerBump states
- Replies: 12
- Views: 952
Re: PlayerUse / PlayerBump states
Bumping this. That code sample I made a few posts ago will not work, since A_Jump is not a special... not sure what I was thinking. I'd like to re-open this for consideration as it would provide a way to have things do semi-complex stuff when used / bumped without any need for ACS.
- Mon Oct 05, 2009 8:38 am
- Forum: Editing (Archive)
- Topic: Activating a decoration with the use key?
- Replies: 11
- Views: 913
Re: Activating a decoration with the use key?
I made a code submission for this (maybe you can still find it in that jungle of a code submissions forum), then reneged on it because I thought it wasn't useful, then realized it was useful but didn't say anything. Maybe someone should go bump that post ;p
- Sun Oct 04, 2009 6:19 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: sethudsize and aspect ratios
- Replies: 5
- Views: 1061
- Sun Oct 04, 2009 3:17 pm
- Forum: Editing (Archive)
- Topic: Healing machine with readout - script help?
- Replies: 5
- Views: 358
Re: Healing machine with readout - script help?
I think the general approach would be: - make a texture for each digit named "0" to "9" - create a ten-element array, set it up like this: int[10] digits; ... digits[0]="0"; digits[1]="1"; ... digits[9]="9"; - give three lines each an id, let's call them 100, 10, and 1 now do something like ...