This worked. Awesome!Blzut3 wrote:Yes I believe that's one of the bugs fixed in 1.1. Just add the NOPs 0.5 lines and that should work around it.
Search found 6 matches
- Wed Oct 17, 2012 10:56 am
- Forum: Game Engines
- Topic: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)
- Replies: 580
- Views: 132949
Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
- Tue Oct 16, 2012 3:10 pm
- Forum: General
- Topic: Petitioning for "No Rest For the Living"
- Replies: 76
- Views: 6517
Re: Petitioning for "No Rest For the Living"
Also called "Doing a half assed port" 
- Tue Oct 16, 2012 2:51 pm
- Forum: Game Engines
- Topic: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)
- Replies: 580
- Views: 132949
Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
SSRG A 0.5 A_Chase // The NOP would make no difference here since the state lasts for 1 Wolf tic. SSRG A 7.5 NOP A_Chase("Melee", "Missile", CHF_NOPLAYACTIVE) SSRG B 0.5 A_Chase SSRG B 7.5 NOP A_Chase("Melee", "Missile", CHF_NOPLAYACTIVE) // ... repeat for C and D ... I'll admit... I don't get ...
- Tue Oct 16, 2012 8:35 am
- Forum: Game Engines
- Topic: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)
- Replies: 580
- Views: 132949
Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
Thanks for the help. I've been looking around for info on call duration, but I'm still not 100% sure what they do and where they're defined. I'm still wrapping my head around the syntax... See: SSRG AABBCCDD 4 NOP A_Chase("Melee","Missile",CHF_NOPLAYACTIVE) loop Is the number "4" what I'm after? And ...
- Mon Oct 15, 2012 7:49 pm
- Forum: Game Engines
- Topic: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)
- Replies: 580
- Views: 132949
Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
I've been getting my own hands dirty with Decorate today, it's surprisingly easy to use! Is there a way to change the frequency and/or conditions for an "active" (alert) sound to play? Also, is this a good place to give feedback on the techdemo, in case Executor plans to update it further on? Cause ...
- Sat Oct 13, 2012 11:00 am
- Forum: Game Engines
- Topic: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)
- Replies: 580
- Views: 132949
Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo
One of the things about Wolf3D that keeps grinding my gears are the controls. Can I suggest that (besides improved mouse support) you implement an option for player inertia? It doesn't even have to be floaty Doom-style, Quake-style would be a massive improvement already. Echo-ing the requests for an ...