Search found 225 matches
- Mon Nov 16, 2020 1:06 am
- Forum: Feature Suggestions [GZDoom]
- Topic: SwimFriction
- Replies: 2
- Views: 938
Re: SwimFriction
There are other hardcoded parts to friction acting on the player as well, such as friction set in sectors with Boom effect specials. It'd be nice if all control of friction was exposed to GetFriction... Yeah, better to expose all those hardcoded values as different friction variables for much ...
- Fri Nov 13, 2020 1:23 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: SwimFriction
- Replies: 2
- Views: 938
SwimFriction
Is Friction the correct term to use for this? It seems to reflect better than something like SwimSpeed. Anyway, for players, you have nearly complete control over how fast they can move like walk and run speeds, and even separate forward and sideways speeds. However, one limitation is how fast they ...
- Sun Feb 28, 2010 10:21 am
- Forum: Abandoned/Dead Projects
- Topic: scalliano's 667 Shuffle! - IT'S BACK!!
- Replies: 284
- Views: 73142
Re: scalliano's 667 Shuffle! - SAVE ISSUES FIXED!
Nice to know you addressed some of my feedback, especially in regards to monster balance. While I may not have come off as such, I'm not saying that the new monsters can't be stronger than the original monsters at all, but just to an extent. They don’t work too well fresh off the site in this kind o ...
- Sat Feb 27, 2010 2:17 pm
- Forum: Abandoned/Dead Projects
- Topic: Doom Treasure RPG Beta 1
- Replies: 3
- Views: 1087
Re: Doom Treasure RPG Beta 1
Looking good so far, especially since it's the most user friendly RPG system I seen so far. I'm even in the process now with designing my own little personal version. However, playing through a bit, I see it more as a proof of concept right now since it's too easy to reach max level and with the ...
- Sat Feb 27, 2010 12:36 pm
- Forum: Abandoned/Dead Projects
- Topic: scalliano's 667 Shuffle! - IT'S BACK!!
- Replies: 284
- Views: 73142
Re: scalliano's 667 Shuffle! - SAVE ISSUES FIXED!
So I decided to play through some maps with the version I downloaded as of 2-25 and here’s my feedback and suggestions. I do like to fight a wide range of monsters that fit within the Doom style and not too chaotic or rips from other games that look out of place. Some of the new weapons are nice to u ...
- Fri Jan 15, 2010 12:27 pm
- Forum: Editing (Archive)
- Topic: Editing challenges you've overcome
- Replies: 41
- Views: 2364
Re: Editing challenges you've overcome
The +PAINLESS flag on the projectile would be better than +NOPAIN on all the monsters. And yeah, inheriting from MageWandMissile and replacing it's sprites would've worked too...although sometime in the last few months, custom trails were added to FastProjectile-based actors (via MissileType ...
- Thu Jan 14, 2010 9:09 pm
- Forum: Editing (Archive)
- Topic: Editing challenges you've overcome
- Replies: 41
- Views: 2364
Re: Editing challenges you've overcome
Another challenge I overcame also started back in '07, but took a long time before I finally got it to where I wanted it to be. Creating a laser beam like projectile was something I fought with for quite awhile. At first, I used really high projectile speeds (like 150), but that has issues with ...
- Wed Jan 13, 2010 9:38 pm
- Forum: Editing (Archive)
- Topic: Editing challenges you've overcome
- Replies: 41
- Views: 2364
Re: Editing challenges you've overcome
There were some I overcame, but I'll just go over one for now. Back in '07 when I was still figuring out how to create Decorate weapons, I wanted a third firing mode and melee attacks on the same weapon. I also had each firing mode use it's own ammo. So since I was still just figuring out the basics ...
- Tue Jan 12, 2010 1:19 pm
- Forum: Abandoned/Dead Projects
- Topic: [BETA! UNFINISHED] Agent Hernandez: Dawn of Tomorrow
- Replies: 121
- Views: 19634
Re: [BETA! UNFINISHED] Agent Hernandez: Dawn of Tomorrow
Alright, well, the fact that I have set the mod to auto-reload most weapons is a compromise from WWHC-Diaz, where many, many MANY people complained that the weapons DID NOT autoreload. Time for a poll. Do you want the weapons to auto-reload? I am not going to put in a toggle. That was a fucking ...
- Mon Jan 11, 2010 9:42 am
- Forum: Abandoned/Dead Projects
- Topic: doom2 meets zdoom( new progress page1 )
- Replies: 365
- Views: 19092
Re: doom2 meets zdoom d2mzd(revived)
i think its better to tell me what you didnt like now so i dont miss anything, of course soon ill be needing some testers so that i can have a better release than last time. yah i think imma personally go back and start map08 all over again since i didnt really like how The_afrit made it, and yes i ...
- Sun Jan 10, 2010 4:02 pm
- Forum: Abandoned/Dead Projects
- Topic: doom2 meets zdoom( new progress page1 )
- Replies: 365
- Views: 19092
Re: doom2 meets zdoom d2mzd(revived)
Randomly decided to play this a few days ago, then go through all the maps as much as I could again today after seeing that this is alive again. To mention something that Phobus didn't nearly six months ago, for Map08, I think the rocket trap lasted way too long, at least five times longer then I ...
- Sun Jan 10, 2010 12:27 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r2102] Strife Running On Low Health
- Replies: 11
- Views: 840
Re: [r2102] Strife Running On Low Health
And here I give players a temp speed boost (such as a 20% increase) if health is low enough... :idea: "Story"-wise, I could see that as a second wind or the player character deciding to push it to the limit since their near death, much like how IRL when you're running for your life. Gameplay-wise ...
- Sat Jan 09, 2010 7:44 pm
- Forum: Editing (Archive)
- Topic: [RESOLVED]Chex Quest actor oddities
- Replies: 5
- Views: 318
Re: Chex Quest actor oddities
There is a DECORATE lump in chex3.wad No wonder why I missed it, since I looked near the top and missed that area entirely :shock: . I guess that also explains why certain actors were missing, including the Ultra Goggles which only appear in E3M1, yet all the other power ups were predefined. So ...
- Sat Jan 09, 2010 5:59 pm
- Forum: Editing (Archive)
- Topic: Adding in new weapons
- Replies: 1
- Views: 171
Re: Adding in new weapons
I'm not able to figure out much from the details you given. Do you have any Decorate code to show? Did you define a new player class with different starting items? Replacing the pistol isn't quite as easy as other weapons since it never spawns normally on the map. The only other way I think you ...
- Sat Jan 09, 2010 5:53 pm
- Forum: Editing (Archive)
- Topic: [RESOLVED]Chex Quest actor oddities
- Replies: 5
- Views: 318
[RESOLVED]Chex Quest actor oddities
So when I wanted to expand my personal project to include Chex Quest support, I noticed some, how can I say it, oddities about it. Chex Quest (specifically the chex3.wad file) seems odd in how the actors are handled. Normally, all the game actors are defined in the zdoom.pk3 file, so for example ...