Captain J wrote:Dunno about the music pack, but i'd recommend some map packs like:
Back to Saturn X Episode 1 and 2
Sunlust
Community Chest 3 and 4
A.L.T.
Epic 2
Alien Vendetta
Lunatic
Scythe 2
Going Down
Thanks! but what about texture packs tho
Captain J wrote:Dunno about the music pack, but i'd recommend some map packs like:
Back to Saturn X Episode 1 and 2
Sunlust
Community Chest 3 and 4
A.L.T.
Epic 2
Alien Vendetta
Lunatic
Scythe 2
Going Down
Captain J wrote:P.S: Do not get confused with Default ZDoom Drop Weapons key and the mod's Drop key. They're completely different and pressing Default one will cause the error. Press F1 for Help.
Captain J wrote:Maybe because of this?Captain J wrote:P.S: Do not get confused with Default ZDoom Drop Weapons key and the mod's Drop key. They're completely different and pressing Default one will cause the error. Press F1 for Help.
Captain J wrote:Oh, nice catch! Didn't notice the typo until now. And the timing is quite right for fixing this mod i guess. I just noticed that the menu on this mod is kinda outdated so i updated it. The new version is all ready to download!
See:
SRTY AAA 2 A_Chase
SRTY C 0 A_SpawnItemEx("PlayerStep", 0.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, SXF_NoCheckPosition | 128)
SRTY BBB 2 A_Chase
SRTY CCC 2 A_Chase
SRTY A 0 A_SpawnItemEx("PlayerStep", 0.0, 0.0, 0.1, 0.0, 0.0, 0.0, 0.0, SXF_NoCheckPosition | 128)
SRTY DDD 2 A_Chase
Loop
Main Mod:
Lowered the volume of noisy part of the dry-fire sound effect
Raised the pinch of Tri-Desolator’s Primary firing sound effect
Fixed the bug of Grenade Bouncer spending 40mm ammo while doing Alt-Fire. Thanks Tesculpture!
Reduced bobbing intensity of floating enemies with FLOATBOB flag
Reduced Swidga’s height unit and adjusted the sprite offset. Now it’ll be easier get hit
Renamed Visvio’s tag into “Netronian Visvio”
Coup de Main:
Edited Microgun Rifle’s wind-off during firing to make it extra seamless
Lowered the volume of noisy part of the Long-Range Rifle’s Cocking sound effect
Removed 5 tics of Ren Gahn 2’s Mega-Beam Cannon preparation
Oh, for some reason i forgot to reply you. Pardon me! Anyways that's the footstep sound making script for both the player and enemies. It spawns simple actor that plays plain ol' footstep sound effect. I didn't need to make another footstep actor or rename it even, so i copy and paste'd it.shino1 wrote:Hey, so I was looking at the code trying to analyze why do enemies seem more mobile than regular Doom enemies and I found stuff like this:
What does this exactly do? I understand A_Chase, but what does spawning PlayerStep do? This is not documented anywhere and all I found was some old code involving player actors, but this seems to be obsoleted I think?
Captain J wrote:However, this dry-fire glitch that defies custom pre-firing sequence is something i just can't fix with my amateur knowledge.
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