Author |
Message |
Topic: Monsters falling, plus OLD wads |
Body-Guard
Replies: 2
Views: 5847
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Forum: 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 Wad archive used to be a site for finding wads, although it is no longer maintained sadly.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: 10434
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Forum: 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: 3880
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Forum: 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: 2095
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Forum: 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: 2470
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Forum: 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: 2925
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Forum: 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
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Forum: 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: 2545
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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
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Forum: 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: 37659
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Forum: 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: 37659
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Forum: 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: 9029
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Forum: 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
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Forum: 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
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Forum: Confirmed Bugs Posted: Tue Feb 13, 2018 8:39 pm Subject: Dehacked Spawn desync in online mode |
Thank you for the detailed bug introduction 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
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Forum: 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 |
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