SamVision wrote:MG42 or it didn't happen.
Spoiler: Secret Weapons of the Wehrmacht
SamVision wrote:MG42 or it didn't happen.
Spoiler: Secret Weapons of the Wehrmacht
God damn it, that glitch...never did figure out how to fix it.Enjay wrote:Just played "Dead Simple" and the step around the exit switch didn't raise when all the bad guys were dead. Should it have?
Doesn't it make you want to shoot nazis, for totally the wrong reason?Enjay wrote:Do there need to be so many shouts of "HALT"?
You'll want [wiki=MAPINFO/Map_definition]MapInfo's SpecialActivation command[/wiki], probably.wildweasel wrote:God damn it, that glitch...never did figure out how to fix it.
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[17:01:43] <BouncyTEM> [about WWHC-ANA.pk3] I looked into your code to see what was causing the Dead Simple glitch and I think I found it. Two things; one, and I don't know how important this one is, flamerman needs a spawnid of 6, not 4. Second, flamerman needs an A_BossDeath in its death state somewhere. Fixed it on my local copy!
Good catch...I thought I'd fixed that, but that was before I essentially recoded the revolver to work with Mike12's new graphics.Vict wrote:The revolver doesn't alert enemies when you fire it.
I might use that, thanks.SamVision wrote:I have a slightly more fitting pickup sprite for that rocket launcher thing.
I guess you could say I'm going for a Daggerfall thing...actually no, I'm as irritated as you are, so I need to figure out some other way to do this (or just disable the active sounds altogether...but what's the alternative? Should I make them play footstep sounds?)Enjay wrote:Do there need to be so many shouts of "HALT"?
What makes you think that's not right?Vertigo wrote:The cyberdemon replacement doesn't shoot bullets from the right location, they come out between his legs.