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Catoptromancy

Possible Dehacked Issue [solved]

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09:17 < KittenGNU> Um I don't know if this is considered a bug but have any of you ever tried freedoom with rocket jump mazes for Doom II?
09:19 < Catoptromancy> freedoom only affects graphics
09:19 < Catoptromancy> so maybe a graphical glitch can throw off rj aiming
09:20 < Catoptromancy> if you are more specific I think we can slightly adjust sprite
09:20 < KittenGNU> Catoptromancy: Well Freedooms rocket launcher for one fires faster and gravity seems to be different
09:20 < Catoptromancy> impossible
09:21 < Catoptromancy> and has nothing to do with gravity
09:21 < KittenGNU> :B I can launch up two Zandronum servers and show you
09:21 < Catoptromancy> I think maybe its a cfg thing
09:21 < Catoptromancy> replacing a sprite and sound should not affect gravity
09:21 < Catoptromancy> but we do have a deh patch inside
09:22 < Catoptromancy> so maybe its being created wrong
09:25 < Catoptromancy> i think there is a wierd combo of port/deh/iwad behavior
09:26 < Catoptromancy> somehow the deh is doing something that makes the exe act different
09:26 < KittenGNU> Well I can only describe what we had to do to make Freedoom
more compatible with the jump maps and that was to adjust
the gravity. At normal the punch of the rocket would not be
enough for long jumps one usually can get over with the
vanilla wad.
09:26 < Catoptromancy> do you think the rocket sound effect is different?
09:26 < Catoptromancy> like even slightly off
09:26 < KittenGNU> not that i've noticed
09:27 < KittenGNU> It's also easier to wall jump on Freedoom because of the
rocket launcher fire slightly faster
09:27 < Catoptromancy> i know sound is different, but the woosh and explode
sounds may not line up perfectly

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There is no difference in behavior between Doom's rocket launcher and Freedoom's. If the problem is that sounds don't "line up" with animations the same as Doom does, I don't think that should be considered an issue. We want it to be compatible with Doom but shouldn't be going to that kind of extreme.

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It would be trivial for me to load up audacity and compare weapon attack and explode volume peaks. I can slightly mod entire audio track to match volume peaks. Should be unnoticable for most people.


EDIT> Apparently it was config related, so this is no longer an issue.

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Catoptromancy said:

EDIT> Apparently it was config related, so this is no longer an issue.

Great!

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