- Next/Previous Weapon controls.
- Keypad scancode support (KP are unique keys).

You might want to put these in the tracker.NeuralStunner wrote:At the moment, only two things I can think of that I need:
- Next/Previous Weapon controls.
- Keypad scancode support (KP are unique keys).
I actually only noticed slowdowns in fullscreen mode, regardless of resolution. 1280x800 windowed runs fine (albeit partly offscreen).BlueFireZ88 wrote:It seems a bit slow on the menu screens, especially at higher resolutions (the menu comes to a crawl when I put it at my default resolution 1600x900).
Done.Blzut3 wrote:You might want to put these in the tracker.
And mousewheelup/down binding support added (if it isn't already there).NeuralStunner wrote:
- Next/Previous Weapon controls.
It isn't. Posted it to the tracker.Enjay wrote: And mousewheelup/down binding support added (if it isn't already there).
Code: Select all
Spawn:
blah a 0 A_Jump(256, "Blurgh", "Bleargh")
Blurgh:
You stink
stop
Bleargh:
I hate you
stop
Code: Select all
Actor MachineGunSpawner replaces MachineGun
{
States
{
Spawn:
TNT1 A 0 A_Jump(256, "Bootspork", "LargeZorcher")
stop
Bootspork:
TNT1 A 1 A_SpawnItem("Bootspork",0,0,0,0)
TNT1 A 0
stop
LargeZorcher:
TNT1 A 1 A_SpawnItem("LargeZorcher",0,0,0,0)
TNT1 A 0
stop
}
}
This may be the problem. Set the frame duration to 0.5 and see if that works.TNT1 A 0 A_Jump(256, "Bootspork", "LargeZorcher")
Code: Select all
Actor MachineGunSpawner replaces MachineGun
{
States
{
Spawn:
TNT1 A 0.5 A_Jump(128, "LargeZorcher")
TNT1 A 0.5 A_SpawnItem("Bootspork",0,0,0,0)
TNT1 A 0
stop
LargeZorcher:
TNT1 A 0.5 A_SpawnItem("LargeZorcher",0,0,0,0)
TNT1 A 0
stop
}
}