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ipecacodemon

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About ipecacodemon

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  1. ipecacodemon

    *** The "ask a miscellaneous editing question" thread ***

    I take it the only two options are stick to cl2 or manage it from ammo pickups and total instead?
  2. ipecacodemon

    *** The "ask a miscellaneous editing question" thread ***

    Well I'm already back here with a completely unrelated but certainly doomier question: Do Boom and MBF handle/implement A_CheckReload differently than vanilla? I was messing around with DeHacked trying to make a silly pistol that would shoot lots of times per cycle without going to negative ammo by calling CheckReload in between FirePistol frames, but it wasn't working as expected. Then I decided to look it up and landed on a bunch of different posts by SciFista including this one and decided to download his patch, try it out and see what he did differently from me. Except that one doesn't work either if playing with cl 9 or 11. It does work fine with cl 2, and so I went back to what I had done and found that mine also worked with cl 2. I'm aware the whole issue can be bypassed by tweaking ammo drops accordingly, but it seems kinda weird that this is the case. Does anyone know what's up? +EDIT: all testing with PrBoom+ 2.5.1.5
  3. ipecacodemon

    *** The "ask a miscellaneous editing question" thread ***

    Awesome! On an unrelated note, big fan of y'all's work ever since System Shock EE showed up on Steam!
  4. ipecacodemon

    *** The "ask a miscellaneous editing question" thread ***

    Wow thank you for the quick reply! Forgive me as I'm a little out of my depth here, but what I got out of that is that it's fine as long as you don't integrate with Steamworks or any other APIs with conflicting licenses? I see Eternity Engine is GPLv3 and DSDA-Doom is GPLv2, so in theory those could work too?
  5. ipecacodemon

    *** The "ask a miscellaneous editing question" thread ***

    Not sure if this is the best place to ask since it's more about the meta of making stuff, and if not please direct me to where I might ask it instead. I've been wondering about this for some time now after seeing more and more indie games pop up out of or around the Doom community. Is GZDoom the only source port/engine whose licensing would allow prospective indie devs to publish a commercial game built in it? Of course provided that it's not packaged with any of the assets made by id or any other assets they dont have the rights to use etc. And if not, which other source ports would also allow this?
  6. ipecacodemon

    Is there any linedef action that can move Commander Keen?

    Brilliant! This is exactly what I was hoping for, thank you so much! I liked the ingeniousness of this solution too but I'm also kind of glad that an easier one is possible haha.
  7. For one of the levels I am working on for a Boom-compatible set, I wanted to have some MT_KEENs teleporting in from their sectors outside the playable area. Of course since Keen hangs from the ceiling, the usual Boom "scroll floor move things" doesn't work, but I was surprised to find that neither Boom's Wind nor the Pusher seem to affect it either. It also seems like neither Wind nor Pusher affect decorations, floor-based or ceiling-hanging (which the scroll floor move things linedef does, I certainly remember the evil eyes on conveyor belts in BOOMEDIT.WAD) and FWIW they don't seem to be affecting active flying enemies in any way either, but I digress. Is there anything I'm missing or at least any dehacked trick to make Keen able to be moved without removing the "hangs from ceiling" flag?
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