Enjay wrote:From some angles you can see the sky through this door instead of the room beyond.
The problem is that it has the floor over floor thing, and when you can see the floor on top it does that. I wanted a floor over floor to make the level better for DM, but maybe I should stop trying to compromise.
JASON wrote:actully make your self invisible using the invisible code, when you pick up the cloack, insted of blury
Will do.
JASON wrote:make zombies fall to the ground and get up like on blood, use DBT's quake zomibe code if you dont know how!
They used too but the problem was when they'd get back up and if the player was standing over them they'd stand up 'inside' the player, halting him.
In the original game if Caleb was over them they'd launch the player skyward a little having him land beside the Zombie.
I hope the DBT code doesn't have this problem.
JASON wrote:add running around civilians
Maybe.
JASON wrote:make hellhounds immune to fire
Will do.
unknownna wrote:A really funny thing about blood was the infighting. The men in capes would throw a dynamite too close to themselves and their allies, and the party started.
Yeah that is a problem. The Cabal didn't do that in the original. How do I turn off monster infighting permanently for the whole game? or do I need to put in the property in the Mapinfo for every stage?
@ Enjay and DBThanatos: Does this either of this stuff prevent the player from being lodged inside the zombie when he gets back up?
So has anyone figured out my Napalm Launcher alt-fire problem?
Bouncy wrote::( I keep getting a download error for zbludv41.zip.
Try: http://doorhenge.890m.com/cgi-bin/zbludv41.zip