rautamiekka wrote:Lack of Zandronum support is the deal breaker, so I wish Zandronum devs would get the thing on the same line as GZD. They're working on it as evident on the SVN, but it's so slow to get a new release.
Vordenko wrote:rautamiekka wrote:Lack of Zandronum support is the deal breaker, so I wish Zandronum devs would get the thing on the same line as GZD. They're working on it as evident on the SVN, but it's so slow to get a new release.
Honestly? There's already enough Brutal Doom versions that are Zandronum centric. Having one to add to the small pile of GZdoom focused ones won't hurt.
Besides, ZScript allows for a lot more flexibility with the code, and can make Brutal Doom's notorious bad performance on big mapsets a thing of the past (To some degree at least.)
rautamiekka wrote:Vordenko wrote:rautamiekka wrote:Lack of Zandronum support is the deal breaker, so I wish Zandronum devs would get the thing on the same line as GZD. They're working on it as evident on the SVN, but it's so slow to get a new release.
Honestly? There's already enough Brutal Doom versions that are Zandronum centric. Having one to add to the small pile of GZdoom focused ones won't hurt.
Besides, ZScript allows for a lot more flexibility with the code, and can make Brutal Doom's notorious bad performance on big mapsets a thing of the past (To some degree at least.)
Guess I need to seriously look for them cuz I don't hear about Zandronum-centric BD mods much at all, and GZD-centric ones haven't been plentiful either and the ones that are GZD-centric are good while the Zandronum-centric ones aren't worth the attention, so far.
affandede wrote:rautamiekka wrote:Vordenko wrote:[...]
Honestly? There's already enough Brutal Doom versions that are Zandronum centric. Having one to add to the small pile of GZdoom focused ones won't hurt.
Besides, ZScript allows for a lot more flexibility with the code, and can make Brutal Doom's notorious bad performance on big mapsets a thing of the past (To some degree at least.)
Guess I need to seriously look for them cuz I don't hear about Zandronum-centric BD mods much at all, and GZD-centric ones haven't been plentiful either and the ones that are GZD-centric are good while the Zandronum-centric ones aren't worth the attention, so far.
Isn't BD itself Zandronum compatible?
EmeraldCoasttt wrote:Zandronum can be a bit of a nightmare to develop for, and it's incredibly unlikely that gz and zandronum will merge or anything like that
mamaluigisbagel wrote:Thanks for considering what I requested!
I figured I'd also ask about a bug and a feature. (heh) There's been a bug even back in Dox's addon when "Aiming Options" is set to "Hold" where if you run out of ammo while aiming, you'll reload, then once you fire it'll aim for a second, go back out of aiming, and continue firing. This also happens with Auto-Reload disabled. Do you know of a possible way to fix this in the mod? I'd assume its possible since other mods have hold-aiming that work fine. (ie PB, Hellrider, etc)
As for the feature, one thing that's always confused me was the point of the Machine Gun's Dual-Wield functionality, where you start holding the belt of ammo in one hand and the Machine Gun in the other. Does this actually do anything different to firing normally?
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