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nohoming: dmflag

 
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InsaneKid
The answer is no!


Joined: 02 Jan 2011
Location: Erfurt

PostPosted: Wed Oct 01, 2014 9:56 pm    Post subject: nohoming: dmflag Reply with quote

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). Wink
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Kilgore
Air Cavalry


Joined: 17 Jun 2003
Location: Up the river

PostPosted: Thu Oct 02, 2014 6:32 am    Post subject: Reply with quote

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

PostPosted: Thu Oct 02, 2014 4:08 pm    Post subject: Reply with quote

http://www.wad-archive.com/wad/5e4a35cd911c72e8ba123194f5604f96

there it is :>
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InsaneKid
The answer is no!


Joined: 02 Jan 2011
Location: Erfurt

PostPosted: Tue Oct 07, 2014 7:46 pm    Post subject: Reply with quote

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

PostPosted: Wed Oct 08, 2014 6:06 pm    Post subject: Reply with quote

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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