New features (last update 8.8.2005)

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Graf Zahl
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Post by Graf Zahl »

cutmanmike wrote:Also would it be possible to check the player names too?

How? ACS doesn't have string management.
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Cutmanmike
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Post by Cutmanmike »

Well bubbletrumps...
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Graf Zahl
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Post by Graf Zahl »

???
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Cutmanmike
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Post by Cutmanmike »

A nicer word for crap :P
farlowj
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Post by farlowj »

How about adjusting the FOV via ACS, would that be too hard? I know it was asked before, but I don't know what the answer was.
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Xenophon
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Post by Xenophon »

Is it just me or are railguns in this version ALWAYS BLACK no matter what I do with the rail codepointer in decorate?
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Grubber
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Post by Grubber »

It's A_RailAttack (damage, xyoffs, usenoammo, color1, color2, silent). Color1,2 can be defined as "RR GG BB" (hexadecimal) or any entry from X11R6RGB lump or "none" for no color (invisible). It's a little bit different than original kgsws's version.
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Cutmanmike
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Post by Cutmanmike »

I think I found a bug. Custom hitscans aren't reaching far enough, or is this just my imagination?
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TheDarkArchon
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Post by TheDarkArchon »

It's been reported 4 times. The problem: The function uses MISSILERANGE not PLAYERMISSILERANGE
TheDarkArchon wrote:
Spoiler: I.E, A_FireBullets should read
skadoomer
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Post by skadoomer »

Grubber wrote:It's A_RailAttack (damage, xyoffs, usenoammo, color1, color2, silent). Color1,2 can be defined as "RR GG BB" (hexadecimal) or any entry from X11R6RGB lump or "none" for no color (invisible). It's a little bit different than original kgsws's version.
does this action apply to monsters as well?
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Grubber
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Post by Grubber »

For monsters it's A_CustomRailgun (damage, xyoffs, color1, color2, silent)

EDIT:
Also, fixed A_FireBullets

EDIT:
Added jump height property:

SetActorProperty (tid, APROP_JumpZ, height);

Height is fixed number (e.g. 16.0), when set to 0, default JumpZ is used. Note that the jump height isn't maximum jump height, it's computed as maximum=height*8.
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BetaSword
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Post by BetaSword »

Damn, nice. I may have to go back and add this in to my old levels so that gravity doesn't have to be altered and screwed with.
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TheDarkArchon
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Post by TheDarkArchon »

Grubber: How about implement kgsws's flash effect?
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Cutmanmike
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Post by Cutmanmike »

Wow that was fast. Thanks grubby.

Btw I think I found a lil bug. Falling onto a flat which has warp2 will play the default doomguy landing sound even if you're wearing a skin.
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Tormentor667
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Post by Tormentor667 »

Just curious @Graf

- What about Blood angles (for KDiZD)?
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