Search found 99 matches
- Wed Jun 22, 2011 5:09 pm
- Forum: Editing (Archive)
- Topic: Load Sprites in a certain radius.
- Replies: 3
- Views: 307
Re: Load Sprites in a certain radius.
Wow, I think the exact same question for the exact same effect was posted a year or so ago...
- Mon Jun 20, 2011 3:20 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Ability to change player's skin on per weapon basis?
- Replies: 5
- Views: 1470
Re: Ability to change player's skin on per weapon basis?
I would really like this too, as it will be possible to exploit this for allowing multiple appearances within the same player class. So far I've been using dummy inventory item checks, but the resulting 'skin' doesn't seem to animate properly when standing still.
- Sat Jun 18, 2011 4:49 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Widescreen behaviour of INTERPIC graphic
- Replies: 61
- Views: 6914
Re: Widescreen behaviour of INTERPIC graphic
Perhaps related, does this apply to the strife dialog as well? I'm using a backdrop for my dialog that's in the original doom resolution. When displayed in a 16:9 dialog, it displays with the correct ratio, but the left/right (i.e. widescreen) surface of the display is completely see-through. It'd ...
- Sat Jun 18, 2011 4:34 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] 20 Years of Doom
- Replies: 47
- Views: 5547
Re: [WIP] 20 Years of Doom
Would the later levels also be allowed to *REQUIRE* mouselook and/or jumping, etc? i.e. gameplay abilities that were added in contrast to the vanilla capabilities? If so, perhaps the vanilla style maps should place some impassable lines to prevent players from jumping across sections as ppl will be ...
- Thu Jun 16, 2011 12:20 am
- Forum: Resources
- Topic: Where is this from?
- Replies: 6
- Views: 1029
Re: Where is this from?
And there I was, thinking it came from Z.A.R. ...
- Mon Oct 18, 2010 11:22 pm
- Forum: Requests
- Topic: [Request] Glass shard sprites?
- Replies: 10
- Views: 3576
Re: [Request] Glass shard sprites?
Tried Duke Nukem, Tekwar?
- Sun Oct 03, 2010 5:00 am
- Forum: Editing (Archive)
- Topic: Changing player class appearance problem
- Replies: 23
- Views: 1317
Re: Changing player class appearance problem
This is just me replying I'm having the same issue with the stuck single walking frame as Enjay. I want to use this technique to circumvent not being able to change playerclass in a map, so far it works well aside from this stuck animation. :/
- Sat Sep 11, 2010 2:54 pm
- Forum: General
- Topic: ZDoom port for gp2x Wiz?
- Replies: 8
- Views: 827
Re: ZDoom port for gp2x Wiz?
I don't think it's possible because ZDoom uses FMOD Ex for sound playback and this library does not support this platform. (FMOD Ex exists for Linux, but for an x86 build of Linux, not for an ARM build of it.) Porting ZDoom to that architecture would therefore require removing sound support ...
- Tue Sep 07, 2010 4:04 pm
- Forum: General
- Topic: ZDoom port for gp2x Wiz?
- Replies: 8
- Views: 827
Re: ZDoom port for gp2x Wiz?
Yeah, I similarly was hoping for an ARM version for my Dingoo A320 and possible future smartbook. fmod is a real let down in that department...
- Tue Sep 07, 2010 7:22 am
- Forum: Editing (Archive)
- Topic: Some armor related questions
- Replies: 7
- Views: 464
Re: Some armor related questions
But doesn't morphing relieve you of your weapons? 

- Sun Sep 05, 2010 1:38 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: ALLOWSOUNDS flag for TimeFreezer powerup.
- Replies: 19
- Views: 1802
Re: ALLOWSOUNDS flag for TimeFreezer powerup.
I could really do with something like this, even if it'd only be possible to have sounds being played *at all* while in TimeFreeze. At this time, having a +NOTIMEFREEZE actor playing a sound while in timefreeze won't actually play that sound until the timefreeze ends. It'd be awesome if sound could ...
- Sun Sep 05, 2010 8:19 am
- Forum: General
- Topic: How tall is the doomguy?
- Replies: 27
- Views: 7976
Re: How tall is the doomguy?
I thought the answer was in this topic. Sadly, the videos were deleted.
- Sun Sep 05, 2010 8:18 am
- Forum: Editing (Archive)
- Topic: A_JumpIfTargetInLOS proj_target parameter?
- Replies: 2
- Views: 192
Re: A_JumpIfTargetInLOS proj_target parameter?
Ah, thanks. 

- Sun Sep 05, 2010 4:35 am
- Forum: Editing (Archive)
- Topic: A_JumpIfTargetInLOS proj_target parameter?
- Replies: 2
- Views: 192
A_JumpIfTargetInLOS proj_target parameter?
The wiki entry for A_JumpIfTargetInLOS states: For seeking projectiles, the proj_target parameter is used to determine the actor that the projectile looks for. If this is 0 or omitted, it checks for the actor who fired it. If it is 1, the projectile checks sight with the target it is seeking. If the ...
- Mon Aug 30, 2010 4:28 pm
- Forum: Requests
- Topic: [REQUEST] Resident Evil zombie sounds
- Replies: 4
- Views: 1235
Re: [REQUEST] Resident Evil zombie sounds
Would these help?