silentzora wrote:I guess it would help if I actually remembered to upload the file, lol. The broken upload only really affects the ModDB listing, but I went and uploaded it to Zorasoft anyway. Have not updated the timestamp on the download page, but it *is* there.
Don't know much about the framerate issue, but if you're still getting 60 FPS, I don't see an issue.
If I play No End In Sight then it is very noticeable when moving and turning at the same time.
phantombeta wrote:@silentzora
I see you're using QTilt in the mod.
I recommend updating to Tilt++, as it's newer, better coded, has customization options and has additional viewtilt types.
phantombeta wrote:If I play No End In Sight then it is very noticeable when moving and turning at the same time.
I'm pretty sure that's from Nash's movement viewtilt thing.
epiccolton26 wrote:Nice to see Doomzone is getting a thread on the ZDoom forums.![]()
I've found an issue with the Slipgater's Axe when you have the Berserk powerup. Normally, the axe swings just fine, but when Berserk is active, the Axe just does an awkward swing then lowering animation and doesn't actually make a Puff for when you hit a wall or enemy.
Digging into the code for the Axe, it seems as though the issue causing it is from the A_JumpIfInventory line used to determine if the player has a Berserk. I've tried to tweak how many frames it skips to see if that's the problem, but I've gotten nowhere.
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