CacoTwoShoes wrote: ↑Mon Nov 07, 2022 5:25 am
I found a bug: when a door starts opening and you activate it again, its behavior becomes erratic (especially if you activate it for a number of times in a row).
I'll take a look... This is some ACS code from the original TC release, so may not be fixable without significant work - so probably not before 3.0 release. But we'll see. [DONE]
CacoTwoShoes wrote: ↑Mon Nov 07, 2022 5:25 am
I love the unorthodox ability to turn on the slippery movement aka inertia. Is there a way to also bring back weapon AND camera bobbing via the console or editing some file? Is there a way not only to bring it back, but to tone it down to one's liking?
This can be done... Probably disabled/enabled by an override CVar, then it can be tweaked using the engine's built in CVars. [DONE]
CacoTwoShoes wrote: ↑Mon Nov 07, 2022 5:25 am
Would you ever consider porting the
Cosmetic Upgrade, at least the sprites and textures? It's an entirely different and exciting easthetical experience but doesn't make things HD nor does it in any way affect vanilla gameplay. Bonus points for the slick floor & ceiling textures that perfectly fit the walls.
I'm not interested, personally, but I think all that would really be needed would be custom TEXTURES and SNDINFO files that maps the Cosmetic Upgrade texture names and sound names onto those used in my mod. There are a few things that wouldn't be replaced because my mod uses a custom asset, but most are direct rips. I don't know if the .pk3 will load directly either without altering it.
CacoTwoShoes wrote: ↑Mon Nov 07, 2022 5:25 am
Could you add an option to attach (e.g. via a runtime script) a dynamic light to each ceiling lamp just like in wolfendoom? Non-uniform lighting makes the game look more lively.
I've thought about doing this, but it's outside of scope for the current release.
CacoTwoShoes wrote: ↑Mon Nov 07, 2022 5:25 am
Any chance for a limited Nashgore compatibility? No exploding bodies, just a few blood decals here and there and maybe some shreds flying around when an enemy gets hit by chaingun fire from a distance of 2 tiles or less (so that the Wolf3D damage calculation mechanics are given some visual feedback). Very tame bullet hit effects, no oversized splurts. You get the idea.
Nothing planned for NashGore, no. I have been toying with the idea of allowing optional fireball explosions, bullet puffs, syringe explosions, etc., but need to source the sprites.
CacoTwoShoes wrote: ↑Mon Nov 07, 2022 5:25 am
Any plans to port some 100% vanilla-compatible mapsets or teach us how to do that kind of thing? How hard would it be for a third party to convert a vanilla map for the TC? Given that it contains zero new assets or gameplay changes and can be played in DOS with an unaltered wolf3d.exe.
Yes. The old maptowad.exe file (
https://www.afadoomer.com/wolf3d/downloads.html) still works - I'm planning to put a cleaned up version of a "how to" up for that, and maybe a new, slightly tweaked compile.
Thanks for the feedback and suggestions!
MrRumbleRoses wrote: ↑Mon Nov 07, 2022 9:04 am
so i've been trying out the latest versions, and it's been pretty cool to come back to this after so long. but i do have 1 slight grip in a way. whenever you die. the red screen animation seems to be a framerate killer. is there anyway for possibly like alternate changes or something that can be done for the death screens perhaps?
I can set up an optional toggle to just do a standard fade to red. That function is an inefficient hog, and I was never able to optimize it. I just set it up to where it doesn't lag my own machine, but didn't realize it would still cause issues for other people. [DONE]