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Udmx driver choppy fades
Udmx driver choppy fades





udmx driver choppy fades
  1. #Udmx driver choppy fades mod#
  2. #Udmx driver choppy fades update#
  3. #Udmx driver choppy fades manual#
  4. #Udmx driver choppy fades full#

Of which there are 5, with 6 weapon types, which make it an asswhooping 18750 duplicate states in total.Ĭreation of all the sprites can be automated via TEXTURES lump - each kind of part is always in the same position relatively to other parts, so it's just a matter of iterative copypaste (or wiriting a special mini-tool). That's just one manufacturer of one weapon type. And it would be totally unweildy to debug/modify after all the rest is done.

udmx driver choppy fades

So, If I go by your suggestion, I'll end up with 625 duplicate states for each state I have (at least 4 - idle, fire, aiming, reload).

#Udmx driver choppy fades full#

This is just an idle sprite - for full animations it'll need at least 11-14 frames (Ill refer to # as Sprite, and A-Z letter as frame of animation to simplify hings). So, to get most of the visually distinctive weapon combos available in BDL2 we have to take into account 3 parts, which have 5 variations for each positions, which makes 5^3=125 combinations for 1 tier, and 625 combos for all 5 tier. There are five "tiers" (of rarity) that affect skins of the weapon parts and sometimes (not always) a shape of the gun's body, but the Body itself is specific for each Manufacturer/Tier combination, and does not change within it. Stock is excluded from this, since it's mostly offscreen, and we left with four parts. To put in perspective: aside from Pistols, weapons in BDL2 are composed of following distinct parts: Grip, Barrel, Body, Sight and Stock. That would be an assload of states with duplicate code, which would make it a REAL mess to edit

#Udmx driver choppy fades manual#

Moreover, you do not need to tag type 1 DR manual doors - the whole point is that they work on the line's backsector.įinally it is unfortunate that the player cannot get back up from the exit once having jumped down there, obviously you don't want an easy way to retreat from the monsters but perhaps consider adding a second teleporter alongside the exit which becomes available via the same switch. also, the inside of the bridge should not have tag 1. I also noticed the METAL1 textures on the "inside" of the bridge (lines 272 etc.) are not aligned METAL1 is unfortunately one of those regularly-patterned textures that looks awful if misaligned. The problem with the walls around the door mentioned by >2428046 is that the walls to its right are double-sided, creating unclosed sectors, 3 and 15 remove the back sides from lines 86, 1284, 118, 88, 120, and 121 for the former and 89, 92, 115, 91, and 1285 for the latter do the same to line 125 after flipping it (it faces the wrong way, into the void, instead of away from it) although i still think these days especially it has been done far too often, and become cliche, to cut around the hexagons on FLOOR4_8 et al. You've obviously gone to some effort to detail the map and it shows. in retrospect i was perhaps a little too cautious i was spoiled on the blue key trap but the sight which greeted me beyond the blue door gave me slight pause. Deterministic Doom (effects of constant RNG) now with videoįirst attempt, finishes in 5:54, cautiously taken as i had read the previous comments regarding difficulty. GMOTA Zandronum port in preliminary stages Source model for BFG/TEKWALL/EXITDOOR/etc found OMG Weapons and Monsters! V3 - THE REBIRTH

udmx driver choppy fades

Endless Survival (Invasion with continuous spawns) v0.4 Interview with Kaiser regarding Powerslave EX

#Udmx driver choppy fades update#

GBA DOOM PLUS update (updated again 05-22)

udmx driver choppy fades

Doom 4 trailer released, sadly /vr/ can't ignore its existence With Ty being missing for over a month and a half, idgames is looking for a new maintainer. HontE: remastered, retouched vanilla maps adding GZDoom features

#Udmx driver choppy fades mod#

Instant weapon change mod (no lower/raise) Want to learn more about Doom? Check this site first! The OFFICIAL Doom Wiki, actively maintained and supported by the Doom community. (We mainly talk Doom, but Unreal/Duke/Quake/Marathon/whatever are also welcome! Let's post like gentlemen)

  • /vint/ - International Vidya ĭOOM THREAD / RETRO FPS THREAD - Last thread >2421829.
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