On the way to RC#2
Moderators: andrewj, Corbin, Lobo
On the way to RC#2
Stuff which has been done for RC#2:
- fixed saving crash
- UNZOOM weapon action
- TILT special for MD2 models (implied by MF_MISSILE too)
- FAST choice for Monsters in Advanced Start menu.
- sound that plays when you try to "use" a locked door via new FAILED_SFX command in LINES.DDF
- Fixed bug with mirrored walls getting wrong texture offsets
- Improved precaching, e.g. precache all weapon frames to prevent missing frames due to slow image loading. Can be controlled via new cvars: r_precache_tex, r_precache_sprite, and r_precache_model.
Stuff planned but not done yet:
+ OPL emulation for music (may take a while.....)
- fixed saving crash
- UNZOOM weapon action
- TILT special for MD2 models (implied by MF_MISSILE too)
- FAST choice for Monsters in Advanced Start menu.
- sound that plays when you try to "use" a locked door via new FAILED_SFX command in LINES.DDF
- Fixed bug with mirrored walls getting wrong texture offsets
- Improved precaching, e.g. precache all weapon frames to prevent missing frames due to slow image loading. Can be controlled via new cvars: r_precache_tex, r_precache_sprite, and r_precache_model.
Stuff planned but not done yet:
+ OPL emulation for music (may take a while.....)
Last edited by andrewj on Sat 15 Jan 2011 1:01 am, edited 1 time in total.
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- Posts: 127
- Joined: Fri 20 Jul 2007 10:16 pm
The UNZOOM action can be used in weapon state frames, and turns off zooming if it is active.
The TILT special used in a thing or attack forces an MD2 model to be tilted to match the object's current mlook angle. It is applied automatically for MISSILE objects -- and that's probably the most useful case.
The TILT special used in a thing or attack forces an MD2 model to be tilted to match the object's current mlook angle. It is applied automatically for MISSILE objects -- and that's probably the most useful case.
- Liberation
- Posts: 338
- Joined: Mon 14 May 2007 4:36 pm
- Location: England
Unzoom weapon
I can`t understand about the unzoom weapon and unzoom action. What is that?
Let's try not bumping old threads like this and create new ones.
The EDGE changelog:
- DDF: new weapon command UNZOOM which forces the screen to be
unzoomed if zoom is active.
Say, for instance, the weapon is zoomed in and you run out of ammo. Instead of reloading while Zoom is active, you can use this function so when reloading, the screen can automatically zoom out for you.
The EDGE changelog:
- DDF: new weapon command UNZOOM which forces the screen to be
unzoomed if zoom is active.
Say, for instance, the weapon is zoomed in and you run out of ammo. Instead of reloading while Zoom is active, you can use this function so when reloading, the screen can automatically zoom out for you.
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