Code: Select all
class TreasureChest : actor
{
Default
{
Obituary "%o got a bad case of chest pain."; //I have no ragrets.
Code: Select all
class TreasureChest : actor
{
Default
{
Obituary "%o got a bad case of chest pain."; //I have no ragrets.
Spoiler:
This is an intentional new "Nail Boots" feature to the asbestosuit, allowing extremely precise movement control while not flying. This benefit scales proportionally to the player's reflexes. If you do not like this effect it can be disabled in the "Here be Dragons" menu.GuntherDW wrote:Hmm, I believe it's either an oversight or a bug (might also be intended?), but the asbestos suit movement is off.
When you don't have it equipped your movement feels rather... floaty. When releasing the movement buttons you "float" at least a couple meters still.
When you equip the asbestos suit however you almost immediately stop when you release the movement buttons.
This doesn't change when you equip the draugh suit as well as the asbestos suit.
The powersuit doesn't allow you to equip the asbestos suit over it (then again it's kinda redundant ) so I couldn't test that.
Not really. Zhs2 reported the bug.GuntherDW wrote:Looks like Graf is reading this topic as well.
I should probably note that I looked into it and the stuff mentioned above; Ironblast health check won't happen, as then folks will start reporting it as a bug. I want zombiemen to still be shot at, and I don't want to figure out any complex target prioritizing system on this, as if anyone looked inside possessed Ironblast's code they'll know it's already a bit on the "hard to work with" side. Everything else got more or less addressed.Rowsol wrote:Discovered a repeatable crash. While using gunzerk, if you are holding right click as the strucker runs out of ammo and attempts a weapon change the game will freeze. Left click works fine. Tested with gzdoom 3.4.1 and GC 3.1.
Thanks for mentioning it. Yeah, I'm not sure I'd use the health check anyway, just thought it was an idea worth mentioning. Sometimes I want the spirit to be more conservative but you're usually overflowing in shells so it's not a big deal if some are wasted.PillowBlaster wrote: I should probably note that I looked into it and the stuff mentioned above; Ironblast health check won't happen, as then folks will start reporting it as a bug. I want zombiemen to still be shot at, and I don't want to figure out any complex target prioritizing system on this, as if anyone looked inside possessed Ironblast's code they'll know it's already a bit on the "hard to work with" side. Everything else got more or less addressed.