Mr. Chris
The term is "prehensile"

Posts: 4189
Registered: 07-02 |
All right then, do not forget to implement the "big demon" sound (if not done) for the baron/knight and the additional zombie sight noises. :3
I think you may have capped the "Unknown object code" bug, as I had multiple deaths on an Obhack 007.2 (See Editing forum for thread) megawad on one level without being bombed out to the console.
So that explains why I can't go back and forth to lock the demon in his attack frames so other monsters can hit them.
How do I make the BFG so it isn't a fatal point-blank kill to the player using it? I'm also trying to figure out to replace the Arch-Vile with the Revenant since I find the monster quite irritating. I know it has to do with inheritance but my tries keep causing me to have ST puke an error.
Are small torches supposed to have their flame floating slightly above the stake? Maybe it just looks like that based on how high from the player view, but I could be wrong.
I think the player should have a separate immolation death from dying via lava and Arch-Vile's blast.
I walked under a hanging corpse in which it was nearly on me and it just exploded. Trample effect?
I am starting to see fireball tossing monsters hurting themselves and occasionally committing suicide from them tossing their fireballs too high (esp. imps and weaker fireball tossers), just like the zombies and the hitscan issue they had.
Lost souls attacking and running into a corpse, namely sergeant, imp or zombieman will make the body wiggle as it was knocked down but only that one frame just before fully knocked down. I know you can kick their corpses around but it does look silly.
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Last edited by Mr. Chris on 05-04-11 at 04:50
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