Huh? All eight normal Doom ammo pickups have GL light definitions. I haven't checked the Raven ones yet.Medicris wrote:That said, I think that only having Ammo 1 and 2 have gl lights is weird to see, as well as them being so large. I found that the pulse rate was miscalculated, the lights pulse twice as fast as intended. The pulse interval should be doubled so they sync with the BRIGHT frames (I think I was just working out the sizes and rates just before I forgot about them).
I'd either complete the ammo/pickup lights or comment em out before the next build.
leileilol wrote:Quake never had real recoil; it was simply view punching. The aim is never affected
I may have just done this for Duke (then redone a good chunk of it to be more graceful)EnsaladaDeTomate wrote:Iirc, we added gldefs for both addon and vanilla classes in EX HA too. (Some might need a bit of polish btw)
Kinsie wrote:Could anybody who's having issues with Ranger's weapon recoil please post a video of it happening? I can't seem to reproduce it myself.
Kinsie wrote:I desire your feedback.
I'm surprised I have to say this, but please only report bugs that occur with the currently released version using the latest version of GZDoom/Zandro 3.0.Clownman wrote:It was on an old version of Zan when I was playing MP
Kinsie wrote:I'm surprised I have to say this, but please only report bugs that occur with the currently released version using the latest version of GZDoom/Zandro 3.0.Clownman wrote:It was on an old version of Zan when I was playing MP
Kinsie wrote:Could anybody who's having issues with Ranger's weapon recoil please post a video of it happening? I can't seem to reproduce it myself.
Medicris wrote:I'd only accept the SNES version if the HUD sprite matched, and it's not blue, so there's my answer.
Clownman wrote:SNES for sure. ((Also, if possible: An option for the SNES First Person weapon sprites would be nice, Just saying.))
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