Yeeeeah, try not to use the Kill Monsters cheat. I'd try and find a nice solution, but, well, it's a cheat.Cptschrodinger wrote:Heh, I crashed the game in Dark7 map03 by typing "Kill monsters" in the console. They all seemed to be in "Ludicrous gibs!" mode too.
Doom Enhanced Released - Final Finished Build!
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
-
- Posts: 380
- Joined: Thu Oct 21, 2004 5:27 pm
- DBThanatos
- Posts: 3101
- Joined: Fri Apr 14, 2006 3:17 pm
- Location: in "the darkness that lurks in our mind"
True, but other checks must take place too.Vaecrius wrote:Hence running for cover, since that's what A_CheckSight checks.
eg Kill all the monsters and, even if you can't see the result, the game may slow considerably on some levels.
eg2 on my Thief level, when you switch off the particle effects you notice the game speeding up even if the particle effects were nowhere near the player at the time.
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
When playing TUTNT, there was one level where a monster escaped me! I searched and searched on all the map, never finding it. Damn! I had 100% of secrets and items, so I was reasonnably sure I had found everything, and yet there was a monster out there, mocking me with its continued survival! This would not stand. A couple of IDDTs later, I found it, in the void behind the walls. Knowing it was a bug, I consoled "kill monsters" to remove its offending presence and finish the level already.
Well, it was just one monster that was gibbed, and it was out of sight, but the computer crawled to a standstill, as the automap tried to bother showing the impressive cloud of triangles around the dead monster.
After a while, most triangles disappeared and hitting TAB to toggle off the automap was possible again.
Well, it was just one monster that was gibbed, and it was out of sight, but the computer crawled to a standstill, as the automap tried to bother showing the impressive cloud of triangles around the dead monster.
After a while, most triangles disappeared and hitting TAB to toggle off the automap was possible again.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
It happened to me once: You needed to load the items WAD on top of the main WAD and not vice versa.Vaecrius wrote:Kinsie wrote:Yeeeeah, try not to use the Kill Monsters cheat. I'd try and find a nice solution, but, well, it's a cheat.On another note... am I the only one who can't select the pistol?Two pages ago, Vaecrius wrote:A_CheckSight
- Ryan Cordell
- Posts: 4349
- Joined: Sun Feb 06, 2005 6:39 am
- Preferred Pronouns: No Preference
- Operating System Version (Optional): Windows 10
- Graphics Processor: nVidia (Modern GZDoom)
- Location: Capital of Explodistan
That, and it doesn't take much anywho, you'd need to have atleast some rotational frames (For better effect), a decorate actor, where in it's Melee state (Has to be a monster, though.) it calls out an ACS script.doomjedi wrote:Heh, that could be funGas Snake wrote:Can you add a feature for kicking body parts like heads in Blood?
That ACS script should determine the player's angle (and position?), ThrustThing the head through the bitshift with varying power.
I've tried to make a 'Greater speed = Great power' and so on kind of deal, but it didn't work out right.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Doom Enhanced R3
Again a tiny, but very useful update.
- Mass gibbing seems much less framerate-heavy thanks to some CheckSight optimisation (thanks Vaecrius!). doing a "Kill Monsters" at the start of MAP29 only gives a brief stutter for me. The mysterious framerate murdering Spidey issue in MAP06 still exists though...
- Mancubus and hitscan monsters now have decals again.
I think I'm close to finished, as I'm not 100% sure what to add next. Maybe some punched up bulletpuffs? I don't know.
Again a tiny, but very useful update.
- Mass gibbing seems much less framerate-heavy thanks to some CheckSight optimisation (thanks Vaecrius!). doing a "Kill Monsters" at the start of MAP29 only gives a brief stutter for me. The mysterious framerate murdering Spidey issue in MAP06 still exists though...
- Mancubus and hitscan monsters now have decals again.
I think I'm close to finished, as I'm not 100% sure what to add next. Maybe some punched up bulletpuffs? I don't know.
- TheDarkArchon
- Posts: 7656
- Joined: Sat Aug 07, 2004 5:14 am
- Location: Some cold place
There's another thing I've forgotten to mention: Fisting walls causes ricochet sounds to occur.
Also, the casings seem kinda meh to me. The player never really gets to see them unless they've hit the ground and when they do appear, they only have 2 rotations and look kinda unnatural when spinning in the air. Also, you might want to consider using the gravity property so the casings aren't too elastic when bouncing. 0.4 seems to be a good value for casings when I use them.
Also, the casings seem kinda meh to me. The player never really gets to see them unless they've hit the ground and when they do appear, they only have 2 rotations and look kinda unnatural when spinning in the air. Also, you might want to consider using the gravity property so the casings aren't too elastic when bouncing. 0.4 seems to be a good value for casings when I use them.