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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0000388 | Zandronum | [All Projects] Suggestion | public | 2011-04-21 20:59 | 2014-06-11 15:43 | ||||||||
Reporter | unknownna | ||||||||||||
Assigned To | |||||||||||||
Priority | low | Severity | feature | Reproducibility | N/A | ||||||||
Status | feedback | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | 98d | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0000388: Client option: Don't center HUD weapon sprites upon firing the corresponding weapons | ||||||||||||
Description | In vanilla Doom, the HUD weapon sprites weren't forced to the center of the screen when you fired the corresponding weapons. | ||||||||||||
Attached Files | ![]() | ||||||||||||
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Sky Driver (reporter) 2011-05-22 06:25 |
I approve this, in fact I Liked when the sprite of a weapon, when it is shot it remains still if the player was moving in the Old DooM (DOS). This could make Skulltag look a bit more OldSchool and/or Friendly for some OldSchool/New players IMO. |
Watermelon (developer) 2014-06-11 15:43 |
Do we still deviate from zdoom behavior? |
Only registered users can voice their support. Click here to register, or here to log in. | |
Supporters: | Sky Driver ZzZombo |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2011-04-21 20:59 | unknownna | New Issue | |
2011-04-21 20:59 | unknownna | File Added: comparison.png | |
2011-05-22 06:25 | Sky Driver | Note Added: 0001731 | |
2014-06-11 15:43 | Watermelon | Note Added: 0009042 | |
2014-06-11 15:43 | Watermelon | Status | new => feedback |
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