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InsaneKid The answer is no!
Joined: 02 Jan 2011 Location: Erfurt
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Posted: Wed Oct 01, 2014 9:56 pm Post subject: nohoming: dmflag |
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Ive heard, it would lower the (server-client) traffic,
and I think, it would be better on maps/wads with many monsters anyway,
if the revenantīs fireballs would not follow the player(s). |
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Kilgore Air Cavalry
Joined: 17 Jun 2003 Location: Up the river
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Posted: Thu Oct 02, 2014 6:32 am Post subject: |
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This can be easily done with dehacked (ie., an extra wad). In fact, it was used in the pre-109 days when zdaemon didn't support homing missiles properly. Therefore, there is no need for a dmflag for it. |
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TheCupboard Generic Title
Joined: 25 Feb 2007 Location: USA
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InsaneKid The answer is no!
Joined: 02 Jan 2011 Location: Erfurt
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Posted: Tue Oct 07, 2014 7:46 pm Post subject: |
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I know, that there is "nohoming.wad".
But new hosters/players maybe dont know it
and might find the game incomplete!? |
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dewww God like!
Joined: 29 Dec 2006
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Posted: Wed Oct 08, 2014 6:06 pm Post subject: |
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Incomplete? By not providing a feature that limits the original behaviour and one of the most notorious features of the Doom 2 bestiary?
Hey, I know. Let's have a DMflag that makes the cyberdemon shoot marshmellows! |
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