(also somewhat inspired by a colorful game called PixelJunk Shooter)
[spoiler]

quality DoomExplorer hackeringFilystyn wrote:Do you know what windows.h is? It's D, DWORD.
I dunno about Herer, but EnTitty miiiiight have slight problems fitting through the doorSwordGrunt wrote: Two of the most powerful monsters in the Doom engine... as playable classes??
That's only a small part of it. Stay tuned!
[spoiler][/spoiler]
Gameplay comes first :) by default, even the Entity has the Doomguy's hitbox.CloudFlash wrote:I dunno about Herer, but EnTitty miiiiight have slight problems fitting through the doorSwordGrunt wrote: Two of the most powerful monsters in the Doom engine... as playable classes??
That's only a small part of it. Stay tuned!
[spoiler][/spoiler]
Should probably find sprites of it that remotely resemble that size, then, because shooting at something very visible only for all your shots to go through it seems pretty dang terrible.SwordGrunt wrote: Gameplay comes first :) by default, even the Entity has the Doomguy's hitbox.
A CVar will enable real-size hitboxes, mostly meant for a competitive environment, whereas in cooperative gamemodes the default player size is preferrable.Arctangent wrote:Should probably find sprites of it that remotely resemble that size, then, because shooting at something very visible only for all your shots to go through it seems pretty dang terrible.SwordGrunt wrote: Gameplay comes first :) by default, even the Entity has the Doomguy's hitbox.
It is not.Empyre wrote:Is it possible for the extent box that determines where you will fit and the hit bot that determines where a shot has to be to hit you to be different sizes?
TibDoom related?Monsoon wrote:This.
Spoiler: Large Screenies (Open)
Quite honestly, it looks like crap aside from the torches and blood decal models. I see two big square sectors, one inside the other.MrEnchanter wrote:TibDoom related?Monsoon wrote:This.
Spoiler: Large Screenies (Open)
And by the other side, there's a great mix of textures that fit on each otherÆnima wrote:Quite honestly, it looks like crap aside from the torches and blood decal models. I see two big square sectors, one inside the other.MrEnchanter wrote:TibDoom related?Monsoon wrote:This.
Spoiler: Large Screenies (Open)
Yeah, and while that's not necessarily hard to do, it's not perfectly accurate and consumes some extra bandwidth. There's a property called projectilepassheight which is similar to this, but sadly there's no "projectilepassradius" or else that would fit right in (I only use projectiles, no hitscan or melee)Arctangent wrote:It is not.Empyre wrote:Is it possible for the extent box that determines where you will fit and the hit bot that determines where a shot has to be to hit you to be different sizes?
You could make the player technically unhittable and use a purely shootable dummy actor that's constantly at the player's location, but then you have to sync up the damage that dummy actor takes with the player, make sure the dummy actor actually goes where it's supposed to be ( remember, an actor's bounds cannot go above or below a plane ), etc.
Short answer: yes, but you will lose DamageType specific stuff and probably also player originators (i.e. no "%o died because of %k"). Is not worth it except rare cases.Empyre wrote:Is it possible for the extent box that determines where you will fit and the hit bot that determines where a shot has to be to hit you to be different sizes?
Code: Select all
TNT1 A 0 A_DamageMaster(0x7FFFFFFF-health) // maxhp-hp, i.e. detect how much damage was done in last tic
TNT1 A 0 A_ResetHealth // before 2.8.1, do this manually with ACS
Spoiler: An unfinished (as always) and simple SP map (Open)Need some training after 3 years of being "dead"
Reminds be of that labyrinth ILMS map, been done before :PCallCenterHero wrote:I stayed up a little late last night and hammered out some code that selects a random weapon (out of three: SSG, Rail, Plasma) and that weapon is used for the entire deathmatch... until the map is restarted.
quality DoomExplorer hackeringFilystyn wrote:Do you know what windows.h is? It's D, DWORD.
I figured it probably has... I did it more as a chance to see if I could code something in ACS that's functional.ZZYZX wrote:Reminds be of that labyrinth ILMS map, been done before :PCallCenterHero wrote:I stayed up a little late last night and hammered out some code that selects a random weapon (out of three: SSG, Rail, Plasma) and that weapon is used for the entire deathmatch... until the map is restarted.
Spoiler: Wip bouncy railgun (Open)