Search found 70 matches
- Sat Jun 29, 2013 5:38 am
- Forum: Editing (Archive)
- Topic: Slowing the player (Movement sway)
- Replies: 26
- Views: 2861
Re: Slowing the player (Movement sway)
There seems to be a lot of "why can't you just" going on here, which is generally a good indicator of someone who isn't knowledgable of why we can't just. The Code Submissions Forum is open for business, if it's so easy to implement. What does movebob exactly does? It's a matter of making it ...
- Thu Jun 27, 2013 9:34 am
- Forum: Editing (Archive)
- Topic: Slowing the player (Movement sway)
- Replies: 26
- Views: 2861
Re: Slowing the player (Movement sway)
No, I just find it funny. What sort of otherworldly priority list do the developers run under if they added countless other things but they don't add this after a million times of being suggested? http://ionline.vectec.net/images/xa-stare.png I pity the software developer who will have to ...
- Mon Jun 24, 2013 4:09 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [UDMF] Set actor properties using UDMF fields
- Replies: 10
- Views: 1334
Re: [UDMF] Set actor properties using UDMF fields
You could do this in build back in the day. It was insanely useful.
- Mon Jun 24, 2013 9:15 am
- Forum: Editing (Archive)
- Topic: Slowing the player (Movement sway)
- Replies: 26
- Views: 2861
Re: Slowing the player (Movement sway)
No, I just find it funny. What sort of otherworldly priority list do the developers run under if they added countless other things but they don't add this after a million times of being suggested? I mean they actually were nice enough to add spawning decals after crossing a linedef feature which I ...
- Sun Jun 23, 2013 5:05 am
- Forum: Editing (Archive)
- Topic: Slowing the player (Movement sway)
- Replies: 26
- Views: 2861
Re: Slowing the player (Movement sway)
Its a multiplayer project so it needs to under Zandronum (what most people use for online Doom). Omg, we have all kinds of crazy shit but there is no way to make the stupid movebob to change ingame to whatever value you want after crossing a linedef with script? This is so dumb and kills so many ...
- Sun Jun 23, 2013 5:02 am
- Forum: Editing (Archive)
- Topic: Spawning decals after crossing a linedef
- Replies: 18
- Views: 1145
Re: Spawning decals after crossing a linedef
So theres no way to do this if you want it to be Zandronum compatible?
- Fri Jun 21, 2013 5:30 am
- Forum: Editing (Archive)
- Topic: Slowing the player (Movement sway)
- Replies: 26
- Views: 2861
Re: Slowing the player (Movement sway)
So whats the workaround for this? (that will work under Zandronum)
- Thu Jun 20, 2013 9:54 am
- Forum: Script Library
- Topic: [Code] Half-Life-Styled Flashlight
- Replies: 16
- Views: 4210
Re: [Code] Half-Life-Styled Flashlight
Can someone point me to WhoDunnit's flashlight? I want to use it in my mod. Who did that flashlight originally? Its the best one i've seen.
- Mon Jun 17, 2013 11:00 am
- Forum: Editing (Archive)
- Topic: Slowing the player (Movement sway)
- Replies: 26
- Views: 2861
- Sun Jun 09, 2013 8:27 am
- Forum: Editing (Archive)
- Topic: Spawning decals after crossing a linedef
- Replies: 18
- Views: 1145
Re: Spawning decals after crossing a linedef
Cool, you belong to the 1%.
- Thu Jun 06, 2013 5:08 am
- Forum: Editing (Archive)
- Topic: Spawning decals after crossing a linedef
- Replies: 18
- Views: 1145
- Wed Jun 05, 2013 4:15 pm
- Forum: Requests
- Topic: Resource Request thread *Read 1st post*
- Replies: 5967
- Views: 659737
Re: Resource Request thread *Read 1st post*
Hi, I was wondering from where did the guys from WhoDunnit got the flashlight. Im pretty sure i've seen it already in other wad, so I was wondering if I could borrow it for my own wad, since it also had batteries that you could pick up which is nice. The flashlight effect was pretty well done. PS ...
- Wed Jun 05, 2013 3:33 pm
- Forum: Editing (Archive)
- Topic: Slowing the player (Movement sway)
- Replies: 26
- Views: 2861
Re: Slowing the player (Movement sway)
I want to make the player go through different speeds on the level, so fixing a cvar value will not work. I want the wad to be playable in online coop so im not sure about altering cvars on the fly.
- Wed Jun 05, 2013 3:31 pm
- Forum: Editing (Archive)
- Topic: Spawning decals after crossing a linedef
- Replies: 18
- Views: 1145
Re: Spawning decals after crossing a linedef
ZDoom has no proper MP, we need Zandronum.Mikk- wrote:Really only the first two words are necessary hereGez wrote:Fork Zandronum and port the relevant changes.tashita wrote:is there a way to make it work with Zandronum
Fork Zandronum to hell.
- Wed Jun 05, 2013 3:30 pm
- Forum: Editing (Archive)
- Topic: Spawning decals after crossing a linedef
- Replies: 18
- Views: 1145
Re: Spawning decals after crossing a linedef
Sorry, what does mean Zandronum?