Search found 30 matches

by Hamburgermiester
Tue Jan 12, 2010 8:08 pm
Forum: General
Topic: Actually, this would be more useful
Replies: 2
Views: 1404

Re: Actually, this would be more useful

Already done in ST.
by Hamburgermiester
Tue Jan 12, 2010 8:05 pm
Forum: General
Topic: maplist command?
Replies: 3
Views: 832

Re: maplist command?

This should be in feature suggestions. And this is unneeded as you can DYI with MAPINFO.
by Hamburgermiester
Tue Jan 12, 2010 7:59 pm
Forum: General
Topic: Just a little weapons help please!
Replies: 3
Views: 355

Re: Just a little weapons help please!

First, you need to tell me ALL the wads you're loading up with it (e.g. a "Skins" folder, the autoexec.cfg, and drang-n-drop) because it sounds like an issue with missing actors. If not, it must be a broken script in your copy of wrwdemo.wad.
by Hamburgermiester
Tue Jan 12, 2010 7:49 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38033
Views: 4642568

Re: [SPRITES] Spriting Carnival!!

Xim wrote: Oh yeah, I missed that. Now we'll be able to see that extremely-uber-amazing awesome sprite in a real live Doom mod. :mrgreen:
Now make sure you tell Eriance!
by Hamburgermiester
Tue Jan 12, 2010 7:39 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: railgun spread
Replies: 9
Views: 1379

Re: railgun spread

Project Dark Fox wrote:What if the shot can be a little inaccurate?
I mean EXTREMELY inaccurate. Inaccurate to the point of being a drunken irishman using a sawed-off inaccurate. But mainly inaccurate enough to be passable as a shotgun type weapon, know what I mean?
by Hamburgermiester
Tue Jan 12, 2010 7:36 pm
Forum: Closed Bugs [GZDoom]
Topic: [r (Any revision)] Pullin doesn't work in-game
Replies: 6
Views: 350

Re: [r (Any revision)] Pullin doesn't work in-game

The wiki wrote:pullin <wadfile>
Loads a wadfile at startup. This command is only valid inside .cfg files that have been executed at startup.
OH SHI-

I haven't seen that part of the wiki in a while. Someone must have fixed the info already.

Thanks everybody!
</thread>
by Hamburgermiester
Tue Jan 12, 2010 7:31 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Monsters anticipating player's attacks
Replies: 15
Views: 937

Re: Monsters anticipating player's attacks

Project Dark Fox wrote:No, seriously, shut up.
A_STFU("Hamburgermiester")
by Hamburgermiester
Tue Jan 12, 2010 7:28 pm
Forum: Closed Bugs [GZDoom]
Topic: [r (Any revision)] Pullin doesn't work in-game
Replies: 6
Views: 350

Re: [r (Any revision)] Pullin doesn't work in-game

Project Dark Fox wrote:It's not supposed to!
Then why does the wiki have blatant misinformation or lack of verifiable information?
by Hamburgermiester
Tue Jan 12, 2010 7:22 pm
Forum: Closed Bugs [GZDoom]
Topic: [r (Any revision)] Pullin doesn't work in-game
Replies: 6
Views: 350

[r (Any revision)] Pullin doesn't work in-game

Even though the wiki says so, Zdoom tells me in the console that I can't -pullin a .wad file while playing the game itself.

Why?
by Hamburgermiester
Tue Jan 12, 2010 7:07 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38033
Views: 4642568

Re: [SPRITES] Spriting Carnival!!

Xim wrote:
Oh what a shame. I was really hoping to see that sprite in action in DE. :cry:
If you read my edit, you would see that I allowed him to use the sprite for his own purposes as long as he has enough rupees--er... as long as he gives credit to me for sprite base/idea.
by Hamburgermiester
Tue Jan 12, 2010 6:40 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Monsters anticipating player's attacks
Replies: 15
Views: 937

Re: Monsters anticipating player's attacks

BlazingPhoenix wrote: Much like your posting.
HEH
by Hamburgermiester
Tue Jan 12, 2010 6:28 pm
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38033
Views: 4642568

Re: [SPRITES] Spriting Carnival!!

Anyone notice the backwards "You can't touch this"? Even if it was meant for the sprite, it fits the situation :shock: . Yes, it was meant for the sprite. How can you physically touch something as physics-defying as my Romero? Alright, he beat me to do. That was what I was going to do for DE's ...
by Hamburgermiester
Tue Jan 12, 2010 6:26 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Monsters anticipating player's attacks
Replies: 15
Views: 937

Re: Monsters anticipating player's attacks

wildweasel wrote:Legacy probably did it in a hacky way that isn't remotely compatible with ZDoom's present AI routines.
That makes sense, Legacy was a hacky engine to begin with.
by Hamburgermiester
Tue Jan 12, 2010 6:24 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: railgun spread
Replies: 9
Views: 1379

Re: railgun spread

Really I wanted them to emenate from one singular spot, and with only the cores. Since you showed me this, I could do with fewer actual railgun shots (I was only planning on using 5 per fire anyway). And what would've slowed the game down to hell would be handling ALL the actors that are scaled down ...
by Hamburgermiester
Mon Jan 11, 2010 3:32 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Monsters anticipating player's attacks
Replies: 15
Views: 937

Re: Monsters anticipating player's attacks

Now I'm wondering Xutawoo, If Legacy could do it, why can't Zdoom? EDIT: okay, here's a workaround: A_JumpIfActorCloser( actor name: e.g. "Rocket" , distance in map units , <insert state here> ) The state that it jumps to could have the actor special Thrust_Thing to either side using A_Jump to jump ...

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