Search found 99 matches

by InsaneFury
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...
by InsaneFury
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.
by InsaneFury
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 ...
by InsaneFury
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 ...
by InsaneFury
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. ...
by InsaneFury
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?
by InsaneFury
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. :/
by InsaneFury
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 ...
by InsaneFury
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...
by InsaneFury
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? ;)
by InsaneFury
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 ...
by InsaneFury
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.
by InsaneFury
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 ...
by InsaneFury
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?

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