Search found 98 matches
- 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?
- 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 ...
- 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.
- Tue Jun 16, 2009 1:21 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r1669] Long lumpnames in pk3/zips not working
- Replies: 5
- Views: 354
Re: [r1669] Long lumpnames in pk3/zips not working
Wait for DOOMSCRI
- 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 ...
- 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.
- 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! 

- 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 ...
- 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.
- 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.
- 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
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- 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 ...
- 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?
- 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 ...
- 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.