Go ahead!neoworm wrote:Can I borrow that bit of code? I would really like to learn some monsters to politely die when thrown to lava.
I don't know how A_CheckTerrain works exactly because it's native, but the wiki suggests it only works with two specific sector specials, while DM Sim's implementation handles custom UDMF sector damage amounts and intervals by getting the data from the sector itself.Gez wrote:The simplest is probably to have them call A_CheckTerrain regularly. Something like overriding the tick function to call A_CheckTerrain every 32 tics.
Trex8210 wrote:Hey is this mod compatible with GZDOOM 4.1.3?
Spoiler: And mind if i tell ya some feedback and suggestions?So that's about it. I would like to see more of retrospectively radical custom DM maps. This whole experience made me wanna play Skulltag once again!
Doommaniac2004 wrote:Can you release a delta touch compatible version?
Pls
GAMEPLAY CHANGES:
- Added the ability to play on deathmatch maps that don't have a player 1 start!
- Rewrote the code to make multiplayer-only actors appear in single player to not mangle actor flags, allowing script actors to function properly. As such, the CVar to toggle this behavior has been removed.
- Added Duke3D-style respawn markers! Togglable in the DM Sim Options menu.
MONSTER CHANGES:
- General: Monsters that aren't fighting the player will switch targets to the player if they get reasonably close and aren't actively fighting someone else, reducing the common issue of monsters running past the player seemingly oblivious to their existence.
- Pacifist: Added to the Hard spawn list!
MAP CHANGES:
- Made some tweaks to IWAD maps (E1M8, MAP01, MAP02, MAP32)
- BB3: Added a favorite map from Blood!
- FDM02: Adjusted temple geometry to make the Timesphere jump easier.
- FDM03: Adjusted scripting for slanted jumppads to remove workarounds.
- FDM04: Replaced the hidden Hastesphere with a Timesphere.
MISC. CHANGES:
- Added more sound clips for the start of a match.
- Continued development of the Fake Voice Chat system. (removed in stable release)
- Fixed animation on Bossbrain projectile explosions
- Fixed some intermission issues on newer versions of GZDoom.
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