Search found 98 matches

by Wagi
Wed Dec 16, 2009 3:47 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: +VANISHONWATER
Replies: 12
Views: 918

Re: +VANISHONWATER

I could have sworn that Heretic's Firemace did this when landing in water and lava, or is this not the same thing?
by Wagi
Fri Jul 10, 2009 11:03 am
Forum: General
Topic: Doomscript Discussion #1692
Replies: 75
Views: 4020

Re: Doomscript Discussion #1692

When Randy said that new actors are declared by modifying other actors, is this like the class inheritance system in C++? For example, adding new variables and functions that would be useful to the child class, but irrelevant to the parent class? Personally, all I would need is custom handling for ...
by Wagi
Mon Jun 29, 2009 11:48 am
Forum: General
Topic: r_detail removed?
Replies: 16
Views: 1672

Re: r_detail removed?

I don't think you realize the performance gain that you get when using that in areas that have heavy use of translucent walls/sprites.
by Wagi
Sun Jun 14, 2009 1:49 pm
Forum: Closed Bugs [GZDoom]
Topic: [All versions] Heretic inconsistensies.
Replies: 118
Views: 5549

Re: [All versions] Heretic inconsistensies.

Ok, I have found a real inconsistency - and it does affect gameplay to an extent. Player movement should be slowed down (in a sporadic manner) while walking on lava-type damaging floor. This does not happen in zDoom. I can't give a very good description, so see how it works in the DOS version. Just ...
by Wagi
Wed May 06, 2009 6:53 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: player.viewbop for custom PlayerPawn
Replies: 22
Views: 1978

Re: player.viewbop for custom PlayerPawn

IMO, the movebob speed should be determined by the player speed, while the intensity (how far it moves up and down) should be determined by viewheight.
by Wagi
Tue Feb 17, 2009 2:42 pm
Forum: Tutorials
Topic: New Spriting Tutorial - Angled Weapons Up! (P. 1)
Replies: 138
Views: 37304

Re: New Spriting Tutorial - Weapon Basics Up! (P. 1)

Imp Hunter: That's kicking rad! Keep up the good work! :wub:
by Wagi
Sat Jan 03, 2009 2:00 pm
Forum: General
Topic: Can't seem to jump in Plutonia 2...
Replies: 50
Views: 4904

Re: Can't seem to jump in Plutonia 2...

Jumping is disabled in this wad so people don't cheat by getting to places that they're not supposed to go to. It's not punishing a source port. If you want to jump, then go jump in a wad that is designed to be jumped in or has no safeguards against it. You'll notice that Doom2.wad's maps have a lot ...
by Wagi
Tue Dec 23, 2008 10:57 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_CustomMissileIntercept
Replies: 8
Views: 494

Re: A_CustomMissileIntercept

If it were possible I thought it would be cool to have a "power" argument to that, where instead of checking it's momentum, it checks the change in it's momentum as well, to be even more accurate. Of course, there is no field to store this so I was just putting some useless idea out there.
by Wagi
Wed Nov 19, 2008 6:37 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Custom Particle Fountains
Replies: 16
Views: 1764

Re: Custom Particle Fountains

Please remember that you are limited to 5 arguments in Hexen Format. If this happens I think it would have to be UDMF-exclusive.
by Wagi
Mon Nov 17, 2008 7:28 pm
Forum: Levels
Topic: Remake of e2m4 is RELEASED! Details inside!
Replies: 90
Views: 13308

Re: New level: Remake of Doom E2M4

I wouldn't call that liberal use of colored lighting. It is more of a bipartisan use of colored lighting, since it uses red and blue equally :D.
by Wagi
Tue Nov 11, 2008 3:13 pm
Forum: General
Topic: Input latency with vsync turned on?
Replies: 10
Views: 1949

Re: Input latency with vsync turned on?

Ed: Maybe you didn't hear him say that he hated capping the FPS. Yes, I have experienced input lag as well when using VSYNC. I guess it's because the computer needs a little extra time to gather all of the information necessary to sync up the frames. The result is that your actions are delayed ...
by Wagi
Mon Nov 03, 2008 8:13 am
Forum: General
Topic: Choosing which weapon has to be used after another one has..
Replies: 13
Views: 789

Re: Choosing which weapon has to be used after another one has..

You can set the slot for each weapon, can't you? Why not just make it so you can define WEAPON.SELECTIONORDER in the .ini in each Weaponsection?
by Wagi
Mon Nov 03, 2008 7:12 am
Forum: Closed Bugs [GZDoom]
Topic: [r1283] Fatal crash while playing Heretic E1M3
Replies: 6
Views: 446

Re: [r1283] Fatal crash while playing Heretic E1M3

Does Duke3D, by any chance, use any sound code that is similar to FMOD? I have had a bug similar to this on Duke3D, except it didn't crash, and I reproduced it several times (however, once I closed the game, the bug went away forever). It was weird though, because once the game ran out of sounds to ...
by Wagi
Sun Oct 26, 2008 3:16 pm
Forum: Editing (Archive)
Topic: Drowning?
Replies: 18
Views: 966

Re: Drowning?

Or a float. If the MAPINFO specifies 16 second drowning times, and the player class has 2.0, then that player class would last 32 seconds before he started to drown.

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