Catoptromancy Posted April 26, 2014 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 0 Share this post Link to post
fraggle Posted April 26, 2014 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. 0 Share this post Link to post
Catoptromancy Posted April 26, 2014 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. 0 Share this post Link to post
fraggle Posted April 27, 2014 Catoptromancy said:EDIT> Apparently it was config related, so this is no longer an issue. Great! 0 Share this post Link to post