Doom Enhanced Released - Final Finished Build!
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
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- Graphics Processor: nVidia (Modern GZDoom)
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- Graphics Processor: nVidia (Modern GZDoom)
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WARNING WARNING WARNING... aah man, try the Zombie Doom beta in barrels o fun, complete with ripped SW nuke sprites. Was always good for crashing the the old ZDooms. The "revenant in a church tower" trick in Fistfull.wad too. Thank Randy we have decorate and don't have to do stuff like that any more...Cptschrodinger wrote:I just checked it on e1m1, it's just the barrels.

Apologies to anybody under a hundred years old and who therefore won't know what the f--k I'm talking about.
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Hence running for cover, since that's what A_CheckSight checks.Enjay wrote:It might not be seeing them that causes the problem. Just having a load of actors all having calculations done for them can slow things down - whether you can see them or not. In saying that, the boss deaths don't cause me a problem - and I like them.
Anyway, I mostly just found the mental image of the ingame Doomguy running for cover from a metagame phenomenon funny enough to share.

Also, god damn that clickityclick of the imps gets aggravatingly creepy.

Erm, what? The rocket actually teleports and continuously generates noise...Lord_Shadow version 2.0 wrote:My impression is that the rocket doesn't actually teleport, but it 'teleports'. Meaning you hear a sound as it flies by your head. (Unless it hits your head in which case you hear a different sound.)
Say, has anyone tried playing this with their eyes closed yet?

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By "teleport" I mean that when the rocket moves over a teleport line it is placed in the sector with the same tag as the line, in the spot where the sector contains a teleport destination thing. I have no idea what you might mean by that term.Lord_Shadow version 2.0 wrote:@vaecrius: My impression is it doesn't teleport. It just makes noises as it passes by. The only way to put that sentence explanation into one word is to say that it 'teleports'.
EDIT: comma
Last edited by Matt on Thu Sep 20, 2007 3:26 am, edited 1 time in total.