printz Posted December 1, 2006 How many pixels per tic do monsters, projectiles and players move in Doom engine games? 0 Share this post Link to post
Scet Posted December 2, 2006 It's different for each actor type. You can look through the ZDoom wiki class list for some info. The "speed" parameter sets how far a monster will travel per call to "A_Chase" and for projectiles it's how far it will travel per tick. 0 Share this post Link to post
Koko Ricky Posted December 4, 2006 I've noticed on the Playstation incarnations of Doom, objects seem to move at a much slower rate, causing the game to appear very choppy at times, when it was going at a respectable framerate. Can anyone provide information on why this is? 0 Share this post Link to post
sidarmas Posted December 21, 2006 GoatLord said:I've noticed on the Playstation incarnations of Doom, objects seem to move at a much slower rate, causing the game to appear very choppy at times, when it was going at a respectable framerate. Can anyone provide information on why this is? Probably because PSX decided to toss in a crap ton of other non-senseless crap, higher pixel rate, etc, in turn for slower animation and movement. 0 Share this post Link to post
fraggle Posted December 21, 2006 Are you talking about African or European projectiles? 0 Share this post Link to post
printz Posted December 21, 2006 Scet said:It's different for each actor type. You can look through the ZDoom wiki class list for some info. The "speed" parameter sets how far a monster will travel per call to "A_Chase" and for projectiles it's how far it will travel per tick. So a missile speed says how much a missile moves per tic? And can it be fractionary? Does an imp fireball (speed=10) equal a demon in Nightmare! mode (speed=10, walkframe length=1)? How many dots-per-tic does a straight walking/running player move? (or where shall I read...?) Last but not least, how fast do lost souls charge? 0 Share this post Link to post