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  Topic: Monsters falling, plus OLD wads
Body-Guard

Replies: 2
Views: 5847

PostForum: Wad Editing   Posted: Fri Dec 09, 2022 9:13 pm   Subject: Monsters falling, plus OLD wads
If I remember this correctly, the DROPOFF flag does what you are looking for. Wad archive used to be a site for finding wads, although it is no longer maintained sadly. Maybe try searching for the fil ...
  Topic: Dehacked Per ammo property with new ammo types
Body-Guard

Replies: 2
Views: 10430

PostForum: Implemented Requests   Posted: Fri Jul 01, 2022 7:42 am   Subject: Dehacked Per ammo property with new ammo types
Dehacked has the ability to override pickup amount for each ammo type. This works for doom ammo types, but does not work with ZDaemon's additional ammo types as defined here:

https://www.zdaemon.o ...
  Topic: Dehacked CustomMissile features
Body-Guard

Replies: 0
Views: 3878

PostForum: Pending Requests   Posted: Wed Jun 29, 2022 5:04 pm   Subject: Dehacked CustomMissile features
New flags for CPA_CustomMissile and CPW_CustomMissile:

1) CMF_RANDOMPITCH
Uses the user supplied pitch value as a [-pitch; +pitch] interval to create random vertical spread for the missile fired
...
  Topic: Dehacked CustomBulletAttack features
Body-Guard

Replies: 0
Views: 2094

PostForum: Pending Requests   Posted: Wed Jun 29, 2022 10:09 am   Subject: Dehacked CustomBulletAttack features
ZDaemon has CPA_CustomBulletAttack and CPW_CustomBulletAttack dehacked codepointers. It works great, however it lacks some features which would be really useful.

Feature for both CPA and CPW Custom ...
  Topic: SNDINFO rolloff feature, sound gets cut off
Body-Guard

Replies: 1
Views: 2468

PostForum: Accepted / To be Implemented Requests   Posted: Sun Jan 16, 2022 4:49 pm   Subject: SNDINFO rolloff feature, sound gets cut off
12. SNDINFO: Implementation of $volume, $attenuation and $rolloff.
Optional attenuation for $ambient point added.


$rolloff feature does not work properly. Instead of fading out gradually, th ...
  Topic: Dehacked thing properties: Drop item related
Body-Guard

Replies: 0
Views: 2924

PostForum: Pending Requests   Posted: Sat Jan 08, 2022 9:18 am   Subject: Dehacked thing properties: Drop item related
These properties would allow control over the items dropped by monsters when they die. Implementation could follow the definition of the similarly named ACS function:
https://zdoom.org/wiki/DropItem ...
  Topic: Mancubus fireball size problem?
Body-Guard

Replies: 1
Views: 5482

PostForum: Accepted / To be Implemented Requests   Posted: Fri Jan 07, 2022 7:36 pm   Subject: Mancubus fireball size problem?
To see the issue, go to Doom 2 MAP07 with notarget and godmode, and stand in the leftmost corner of the starting area. Shoot the mancubus closest to your position to get his attention, and you will se ...
  Topic: Dehacked thing property: Actor alias
Body-Guard

Replies: 0
Views: 2544

PostForum: Pending Requests   Posted: Mon Jan 03, 2022 9:07 pm   Subject: Dehacked thing property: Actor alias
Actor alias is a thing property used to define a name alias for an existing actor. Dehacked snippet:

Thing 94 (Red Torch)
Actor alias = MyModdedTorch

With the dehacked code above, one c ...
  Topic: [ACS] Script scope addition for arrays
Body-Guard

Replies: 3
Views: 7453

PostForum: Pending Requests   Posted: Sun Jul 04, 2021 3:25 pm   Subject: [ACS] Script scope addition for arrays
What would the overall advantage be over map, global or world scope arrays.
Perhaps you could provide us with a use case?
...
the addition of arrays in a script-scope would imply it has the potent ...
  Topic: [DeHackEd] Item effects are not linked to their sprite names
Body-Guard

Replies: 9
Views: 17303

PostForum: Fixed Bugs   Posted: Thu May 03, 2018 11:30 am   Subject: [DeHackEd] Item effects are not linked to their sprite names
Despite what the old doom behavior might have been, item effects SHOULD NOT be linked to their sprite names in my opinion. There are mods out there using various item sprites out of their original con ...
  Topic: SpectatorSpot thing
Body-Guard

Replies: 12
Views: 16151

PostForum: Rejected Requests   Posted: Thu Mar 22, 2018 1:40 pm   Subject: SpectatorSpot thing
Hmm somehow I managed to not notice that one. With that implemented, I completely agree that this request can be closed now.
  Topic: SpectatorSpot thing
Body-Guard

Replies: 12
Views: 16151

PostForum: Rejected Requests   Posted: Sun Mar 18, 2018 8:19 pm   Subject: SpectatorSpot thing
That is already the behavior in current Zdaemon (there is a custom keybind for spectator teleport). But what if there is no teleport sector? Eg. the starting room is impassable and only a polyobject d ...
  Topic: Support for SNDINFO attenuation
Body-Guard

Replies: 7
Views: 11688

PostForum: Implemented Requests   Posted: Sun Mar 18, 2018 8:08 pm   Subject: Support for SNDINFO attenuation
From d_dehacked.cpp in 1.06 source:

// The only remotely useful thing Dehacked sound patches could do
// was change where the sound's name was stored. Since there is no
// real benefit to doing t ...
  Topic: SpectatorSpot thing
Body-Guard

Replies: 12
Views: 16151

PostForum: Rejected Requests   Posted: Sun Mar 18, 2018 7:38 pm   Subject: SpectatorSpot thing
I think this one should be revised as it has been sitting here for quite a long time now. Given that how the spawning algorythm is already separated for spectators, this feature shouldn't be too much ...
  Topic: Support for multi-core software rendering
Body-Guard

Replies: 4
Views: 37653

PostForum: Wishlist   Posted: Sun Mar 18, 2018 1:25 pm   Subject: Support for multi-core software rendering
Rendering is a task which is very much suitable for parallelization, no matter if software or hardware rendering is used. How much the performance gain is by doing so is an another question. I realize ...
  Topic: Support for multi-core software rendering
Body-Guard

Replies: 4
Views: 37653

PostForum: Wishlist   Posted: Fri Mar 16, 2018 6:07 pm   Subject: Support for multi-core software rendering
Given that openGL renderer is unlikely to happen, it would be great if ZDaemon was capable of utilizing all available cores for rendering.

This could greatly boost performance at CPU intensive rend ...
  Topic: Infinite ammo extension to inventory items
Body-Guard

Replies: 5
Views: 9023

PostForum: Implemented Requests   Posted: Thu Mar 15, 2018 7:13 am   Subject: Infinite ammo extension to inventory items
How about handling inventory item infiniteness with a separate sv_infiniteinventory instead? I don't think there is any need to differentiate between specific inventory items, and this naming should c ...
  Topic: Dehacked Spawn desync in online mode
Body-Guard

Replies: 10
Views: 13221

PostForum: Confirmed Bugs   Posted: Sat Mar 03, 2018 2:53 pm   Subject: Dehacked Spawn desync in online mode
As a note, I think this is a related problem as well:

http://forums.zdaemon.org/viewtopic.php?t=16703
  Topic: Dehacked Spawn desync in online mode
Body-Guard

Replies: 10
Views: 13221

PostForum: Confirmed Bugs   Posted: Tue Feb 13, 2018 8:39 pm   Subject: Dehacked Spawn desync in online mode
Thank you for the detailed bug introduction Smile I have lost that test wad since a long while now, it is good that you still have it.
  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 12333

PostForum: General Offtopic Chat   Posted: Fri Nov 24, 2017 8:27 pm   Subject: PixelCon November 2017 with John Romero
I got a Doom poster at the event, and he signed it. I didn't really bring anything else, I was there for the challenge Smile
 
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