Fox, on 06 September 2014 - 09:02 PM, said:
I was wondering, would it be possible to change the size of an array when a map is loaded?
Fox, on 06 September 2014 - 10:26 PM, said:
Edit: It seems to not be working for the current map.
This works as expected for me, both in C-CON and LunaCON:
gamevar tmp 0 0
gamearray tmpar 4096
onevent EVENT_ENTERLEVEL
resizearray tmpar NUMSECTORS
setvarvar tmp NUMSECTORS
setarray tmpar[tmp] 0 // error
endevent
MetHy, on 24 September 2014 - 10:59 AM, said:
I've been playing some Duke3D in Dosbox lately, and I keep having the feeling that in some situations the player can switch weapons faster in EDuke32 than he could in the original game.
This seems like a serious departure from original Duke3D, indeed. This instant-switching gives you an advantage especially for weapons with a long cycle, such as the shotgun. (E.g. shoot, then switch to RPG.)
I propose to make switching policy configurable per-player, say player[].weapswitchflags. In a multiplayer game, the owner could decide whether to allow different values of .weapswitchflags across peers.
MetHy, on 30 September 2014 - 09:06 AM, said:
I just reinstalled v1.3 in DOSBox, and I really didn't remember that you can't kick slimers trying to eat you in v1.3. I actually kind of like that, it makes them more dangerous and annoying enemies rather than how useless they are in 1.4.
That's really pretty neat, and I vaguely remember it now, too. But as far as these micro-options go, I'm rather for making them available via scripting mutators. Btw, can you or someone else who feels "responsible" for this subject create a new thread, maybe in the Bug reports section? I think that these issues deserve to be discussed, and I slowly have a hard time keeping all of them in my head.
Hendricks266, on 25 September 2014 - 08:02 AM, said:
The mousewheel behavior should probably be a cvar anyway... it might help the original demos run in sync.
No, syncing to the original demos is hopeless. Too many accumulated changes that affect the game state evolution. Keyword "butterfly effect".
Fox, on 06 December 2014 - 09:55 AM, said:
I am talking merely about the texture filter repeating the borders of flat sprites.
Ah, I see. You're right, disambiguating textures by whether they can be seamlessly placed side-by-side and setting the GL texture mode accordingly might be a worthy endeavour. But where would this bit of information come from?