Search found 30 matches
- 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.
- 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.
- 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.
- Tue Jan 12, 2010 7:49 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38033
- Views: 4642568
Re: [SPRITES] Spriting Carnival!!
Now make sure you tell Eriance!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.
- Tue Jan 12, 2010 7:39 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: railgun spread
- Replies: 9
- Views: 1379
Re: railgun spread
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?Project Dark Fox wrote:What if the shot can be a little inaccurate?
- 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
OH SHI-The wiki wrote:pullin <wadfile>
Loads a wadfile at startup. This command is only valid inside .cfg files that have been executed at startup.
I haven't seen that part of the wiki in a while. Someone must have fixed the info already.
Thanks everybody!
</thread>
- 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
A_STFU("Hamburgermiester")Project Dark Fox wrote:No, seriously, shut up.
- 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
Then why does the wiki have blatant misinformation or lack of verifiable information?Project Dark Fox wrote:It's not supposed to!
- 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?
Why?
- Tue Jan 12, 2010 7:07 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38033
- Views: 4642568
Re: [SPRITES] Spriting Carnival!!
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.Xim wrote:
Oh what a shame. I was really hoping to see that sprite in action in DE.
- 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
HEHBlazingPhoenix wrote: Much like your posting.
- 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 ...
- 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
That makes sense, Legacy was a hacky engine to begin with.wildweasel wrote:Legacy probably did it in a hacky way that isn't remotely compatible with ZDoom's present AI routines.
- 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 ...
- 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 ...