View Full Version : January 2004 Feature Request Thread
Rellik_jmd
January 7th, 2004, 03:01 PM
Read this list first before asking for a new feature! Thanks.
Recorded Feature Requests:
- - - - Launcher:
Needs more slots for Heretic and eventually Hexen compatability.
Ability to store more previously played wads.
---*** New as of Jan 2004 ***---
Fixed MP launching ability with pwads etc.
- - - - General:
Turn off auto-weapons switch
Set weapons prefference in the options menu
Larger / animated skies / sky boxes
Make all key bindings variable ( ESC, F keys, etc... )
Hexen support.
Turn on IDFLY cheat with FS command for various effects.
Adjust MP3 music volume seperately from Game Sound volume.
Use MP3 music playlists.
Suicide from console.
Better sound code.
Save a screenshot in each savegame file (which is shown in the "load game" menu next to the filename), maybe also date and time.
Automatically record demo, at the end of a game you can choose to save the demo.
Level warp option right in the single player menu.
---*** New as of Jan 2004 ***---
Crosshair for when playing with chasecam.
3D Models
Seperate Torso and Leg sprites for more varied animation.
all MP3 audio, not just music
use 2 USB joysticks at a time
- - - - Game Display:
Higher available resolutions
No framerate limit
Frames Per Second indicator
Ability to change players viewheight up to 128
High resolution everything.
The BOOM HUD options.
Faster 3D floor rendering.
Floor splats.
Bumpmapping.
Smooth camera movement.
---*** New as of Jan 2004 ***---
Game playable in widescreen mode like widescreen movies.
Simple sprite shadows.
translucent blood splattering on screen from chainsaw use / close kills
option to raise / lower the amount of blood ejected by a hit
- - - - Multiplayer:
Better net code.
Dedicated server mode for online play.
The Master Server up and running. ;-p
Better multiplayer FS functionality.
Make custom bot .cfg files so we can make unique bots.
Make legacy use a port other than 5029
Spectator mode, either free or as chasecam following player.
Faster Bot code.
Four player splitscreen. (?)
Ping display next to players name in frag screen.
---*** New as of Jan 2004 ***---
CTF mode
- - - - Editing:
Linedef types that prevent wall / floor surfaces from being lit by dynamic lighting.
Things.h doesn't contain entries for Heretic things.
3D sector based fog action.
Instant death when player touches floor sector special.
The return of the 1.28 style water effect.
Slopes / 3D slopes.
BEX support.
Skyboxes.
Ability to add new things to the thing table.
Ability to add new codepointers.
Ability to add transparency, britghtness, dynamic light maps to sprites / textures / flats.
Some kind of ladder linetype or something to use for making more realistic ladders.
Make so we have the option of making transparent textures effected by opengl lighting to preserve light trick.
---*** New as of Jan 2004 ***---
Unlimited projectile speed.
Use 666 / 667 tags on any map
mirrors, portals
OpenGL, sector based, snow and rain effects with water snow splats on monitor
ability to add new menu options like in ZDoom
- - - - Fragglescript:
More camera features like rolling, view locked on an object, transition effects, Arrays.
Setlinetexture ( compatable with changing colormaps ).
Setfloor / ceiling texture.
Spawnshot.
- - - - END
If would be helpful for list compiling schmoes like me if when posting a Feature Request you put FEATURE REQUEST in your message. Thanks. Por the people working on this project let me know of added features so I can remove 'em from the list. Let the posting begin.....
The flange Peddler
January 7th, 2004, 03:36 PM
Not sure if this is more of a bug or feature request but anyway...
I really think you should put voodoo dolls back in Legacy. Sure, they could be viewed as a bug in the original .exe, but there are so many doom/doom2.exe and Boom compatable wads out there that require voodoo dolls that I think it's a shame that legacy doesn't support them.
iori
January 7th, 2004, 03:49 PM
Hes i concurr, the voodoo dolls were great, and didnt really have any undesirable effect come to think about it.
Rellik_jmd
January 7th, 2004, 04:32 PM
I don't have voodoo dolls in there? Oops. Yeah we need to get those back. I can't play my cool BOOM map in Legacy cuz of that. :(
Doom_Dude
January 7th, 2004, 07:28 PM
Not sure if this is more of a bug or feature request but anyway...
I really think you should put voodoo dolls back in Legacy. Sure, they could be viewed as a bug in the original .exe, but there are so many doom/doom2.exe and Boom compatable wads out there that require voodoo dolls that I think it's a shame that legacy doesn't support them.
I was going to suggest the same the other day and didn't get to it and then I forgot. :) I think it's a must that they be re-added to help unbreak compatibility with wads that use them as an editing trick.
jester
January 8th, 2004, 08:35 AM
FEATURE REQUEST:
When you choose to start a single player game, it would be cool if you get a more detailed options screen like the one you get for multiplayer games.
Obviously, you'd get rid of the multiplayer options like internet address etc, and keep the useful ones, such as 'warp to level xx' and 'difficulty'. Also, maybe you could add in a few other useful ones like 'fast monsters' etc, too. If you could make it display the level title (not just the number) in the 'warp to level xx' option, that would be awesome too.
Thanks.
Exl
January 8th, 2004, 09:09 AM
That's a good idea Jester. But it would take the Doom "feeling" away from the menu's. Still... some sort of a combo would be nice.
Rellik_jmd
January 8th, 2004, 09:10 AM
Bah, the DOOM menus suck. We should give them a facelift too. :)
Exl
January 8th, 2004, 09:11 AM
Heh, why not create a GUI for it like jDoom if that's where it's going.
iori
January 8th, 2004, 02:43 PM
Something flashy to draw in more and more n00bs ;) lol Codename: Angler Fish
Boingo the Clown
January 8th, 2004, 03:11 PM
Here are two things I wouldn't mind seeing:
1.) A line type that will block walking monsters, but will allow flying monsters to pass. Whenever I put up something like a railing, and set it to "Blocks monsters" it seems rather silly that the flying monsters stopped, when they clearly should be able to fly over.
2.) A version of gun activated lines that can be triggered by projectiles (and possibly splash damage). I often use G1 lines to simulate breaking glass, but am frustrated that rockets, plasma, and the BFG have no effect.
ToXiCFLUFF
January 9th, 2004, 12:15 AM
Corrections:
Suicide from console - Darkwolf has added this.
Unlimited framerate and smooth camera movement are the same thing.
MR_ROCKET
January 9th, 2004, 03:26 PM
heh , i like that "High resolution everything" request Rellik.
would be kickass though.
XDelusion
January 9th, 2004, 07:17 PM
Feature Request: (I've mentioned this in another thread) The ability to jump higher by getting a running start. The ability to kill enemies and or players by landing on them.
jester
January 10th, 2004, 03:50 AM
Exl: thanks. Maybe you could just have it as an option, then. Like.. in the game options, have an option for 'single player menu' that can be set to 'original' or 'advanced'.
And Rellik, I think the Doom menus are pretty cool actually, I prefer them to the JDoom ones. Nice and retro. If you had a pointer too, though, that would be cool.
Oh, and another FEATURE REQUEST. After you complete each level, have a 'personal best' next to each of the scores for each level (kills, items, secrets). That way, after you've been playing for a while, you would know which of the levels you've fully completed, and which you've still got stuff to find on.
Cheers guys.
Cyric's Legionare
January 10th, 2004, 06:09 AM
What kind of file extension would that personal best file be?
Oh how about a preset personal best set by the creator of a pwad. Or the ability to set your own "goals" within the personal best file. Of course some kind of editor would be needed to do such things, or perhaps it can be done within the ingame menus of Legacy. *bang* Rock on Team Legacy
Exl
January 10th, 2004, 06:12 AM
Lot's of nice feature requests here. But I'd rather have all the bugs sorted out and some more important stuff being added. The features list is already huge, so imagine how hopeless someone on the Legacy team would feel thinking about implementing them all...
XDelusion
January 10th, 2004, 02:32 PM
I'd be hapyp with slopes before eye candy, just for the note. :)
iori
January 10th, 2004, 10:13 PM
Yeah, me too, although we are unaware of the complications that they might arise in-engine and in coding.
Tyberious
January 11th, 2004, 07:54 PM
if JDoom is going to evolve no reason legacy shouldn't follow suit.
iori
January 12th, 2004, 04:56 PM
Legacy, like most ports, is evolving constantly. There is no definable evolution, except from maybe C to C++...
ToXiCFLUFF
January 12th, 2004, 05:56 PM
Tyberious: Please refrain from posting such ignorant comments, and posting them in the Legacy forum no less. The two ports have very different aims, and as you should expect they are each evolving towards these aims.
Rellik_jmd
January 12th, 2004, 07:26 PM
if JDoom is going to evolve no reason legacy shouldn't follow suit.
Heh, it's the other way around son.
thegrimmling
January 12th, 2004, 09:05 PM
What about side-scroling?
Deul weapon?
ToXiCFLUFF
January 12th, 2004, 09:07 PM
What about side-scroling?
I dunno if you are referring to my 2D sidescroller conversion for Doom Legacy or not. If you are, the only pics of it currently on the net are at the Legacy homepage.
Does anyone have the Eternity Engine source (but of a version where FS was still included)? I had a copy on my HDD and must of accidentally deleted it. It had all the source code for FS arrays you see, and I wanted to take a look again since I'm getting marginally better at understanding C++ code.
iori
January 13th, 2004, 01:31 PM
you could prolly goto doomworld, ask Quasar nicely and he *might* give it to you heh heh, but dont count on it... and dont tell him its for legacy, he seems not to like it...
CyberG
January 16th, 2004, 11:08 AM
Some requests to be added to the bots.
Freeze mode. all monsters, bots and other non player characters and paused or frozen in place by the server, this would allow players to adjust settings or type messages in multiplayer without worring about monsters and things getting you. This option should be made to be bound to a key for convenince.
Remove command. This would allow the server to remove all the bots at once, because it can become a tiresome task to remove 15 bots with the kick command.
Bot Observer command. This would be good for the server to observe either a game of deathmatching bots, or a deathmatch between players. The server player's avatar would apear semi-invisable, and he would not be able to be shot at, nor would he be able to shoot (as if to get free frags).
Bot skin support. the server should have the abilty to change the skin of what ever bot he chooses.
Spitscreen observer command. this would allow the server to see from the bot's point of view from the splitscreen, insted of spawing another player, after the server has loaded a bot he can use this command to turn on a splitscreen between himself and the bot.
Rellik_jmd
January 16th, 2004, 11:50 AM
Remove command. This would allow the server to remove all the bots at once, because it can become a tiresome task to remove 15 bots with the kick command.
bind ? "kick 1"
:)
CyberG
January 16th, 2004, 12:03 PM
bind ? "kick 1"
Will that remove 1 bot at a time? Or will that simply remove bot #1?
I dobt I have enough keys to bind 16 or so differant bots. :P
ToXiCFLUFF
January 16th, 2004, 12:11 PM
you could prolly goto doomworld, ask Quasar nicely and he *might* give it to you heh heh, but dont count on it... and dont tell him its for legacy, he seems not to like it...
I've found an older version of Eternity with arrays in now. I've had a look myself, but I don't think I could quite make it work. Nevertheless, I'm going to try to compile my own test executable with the array code in.
Rellik_jmd
January 16th, 2004, 12:14 PM
CG: It'll kick one bot at a time till they're all gone. When you boot player1, player 2 becomes player1 etc.
Hurdler
January 16th, 2004, 02:49 PM
I don't think Quasar doesn't like Legacy. He accepted nicely when I asked him if we could use its FS docs for writing the Legacy specific one.
iori
January 16th, 2004, 07:59 PM
Really? I stand corrected, though I saw an unflattering post at doomworld by him. Oh well, it doesnt matter.
Hurdler
January 17th, 2004, 02:57 AM
well, maybe he changed his mind, or he didn't want to say good things about Legacy publicly on doomworld.
But yes, indeed it doesn't matter. Eternity is GPL so we can use its code without asking if he doesn't like Legacy anymore.
iori
January 17th, 2004, 04:09 AM
LOL thats hilarious! Well if we need arrays that badly (and i hope your up to the task of implimenting them Toxic) then so be it... Wait - he got rid of fs right?! Ok well then im sure he wont mind at all... I am still ignorant to the usefulness of arrays, or even their function. Could someone be so kind as to grant me an explaination or example please?
Hurdler
January 18th, 2004, 02:44 AM
For instance if you have all the bots in an array, you could change their attributes like that (imagine there are 31 bots):
for (i=0; i<numberOfBots(); i++)
{
changeColor(bots[i], BLUE);
changeLevel(bots[i], 8);
}
instead of doing something like that:
changeColor(bot1, BLUE);
changeLevel(bot1, 8);
changeColor(bot2, BLUE);
changeLevel(bot2, 8);
changeColor(bot3, BLUE);
changeLevel(bot3, 8);
changeColor(bot4, BLUE);
changeLevel(bot4, 8);
...
changeColor(bot31, BLUE);
changeLevel(bot31, 8);
And there are some things very hard (and inefficent) to do without arrays. Once you have used arrays (or something equivalent), it's sometime hard to program without them.
iori
January 18th, 2004, 11:28 PM
Oh, I see now, that is very handy indeed! Ive thought of so many things already that would be smaller in an array.... Good luck toxic :p
ToXiCFLUFF
January 19th, 2004, 04:58 AM
Arrays are pretty necessary for me now - I did a doomsplat test map with 700 monsters and with the scoring system enabled, there was noticeable slowdown. I've just got my first bit of free time today, so I'm going to try assembling the arrays in.
nkil
January 19th, 2004, 11:19 AM
More Mac Legacy options...I've used both, but here away at college I can only use the Mac Legacy. I know we are a minority, but it's the only game I have that will play on this comp.
-Nate
CyberG
January 19th, 2004, 03:49 PM
Skins only load upto five in a pack.
Will someone please fix the skins to allow a skin pack of 32 skins again?
Gravity resets at the end of a level, that needs fixed too.
Someone should also remove that stupid requierment for the "End Game" menu command, I hate having to use it, it wasn't used in DOOM like that, and it shouldn't here either.
Thank you.
iori
January 19th, 2004, 03:58 PM
I think that skin thing is already been reported, This is feature request, not bug report ;) -in fact all of them are known. Just goto the 'Sticky: Bug Report' Thread and see there
Rellik_jmd
January 19th, 2004, 05:14 PM
The skin thing should be a bug report. There's no logical reason to allow skins but limit the number of skins loaded. If it's not listed as such I'll change it.
CyberG
January 19th, 2004, 10:22 PM
ok I'll make a request.
USB Mouse support.
Allow the user to deside what mouse the 1st and 2nd player uses in a splitscreen game. -Make sure that if there are 2 USB mice that they will both work and can be configured for each player.
USB Keyboard support.
Same as above except for the keyboard.
Aliotroph?
January 21st, 2004, 10:00 AM
Is that a Linux feature request or something because I've been using a USB mouse with Windows for ages and it's always worked great with Legacy. I don't know if I could use two in splitscreen however.
Frades
January 21st, 2004, 10:49 AM
it would be really nice to be able to use 2 keyboards and 2 mice in splitscreen mode.
i remember a game called "serf city" that allowed to use 2 mice in splitscreen mode.. one in com1 port and another in com2
this would be nice indeed.
Rellik_jmd
January 21st, 2004, 11:01 AM
Legacy does support two mice but I'm not sure if that includes USB mice or mice with modern features.
Hurdler
January 21st, 2004, 01:43 PM
When using two mice with Legacy, one mouse must be serial, the other is what you want.
CyberG
January 21st, 2004, 06:26 PM
Here is the deal!
I tried the "bind ? "kick 1" idea, it crashed the server.
I'm also afraid that if I use that in multiplayer it will kick one of the other real players. Thats not going to be sufficiant for multiplayer.
Someone is going to need to add a bot remove command that removes the bots and not the players, kick removes real players, as well as bots, so it is totally useless in Multiplayer.
ToXiCFLUFF
January 21st, 2004, 11:04 PM
Here is the deal!
I tried the "bind ? "kick 1" idea, it crashed the server.
I'm also afraid that if I use that in multiplayer it will kick one of the other real players. Thats not going to be sufficiant for multiplayer.
Someone is going to need to add a bot remove command that removes the bots and not the players, kick removes real players, as well as bots, so it is totally useless in Multiplayer.
The best thing would be if you could just kick people by name. Kicking them by number is quite useless really, since you have to keep track of the comings and goings of players and bots to know which number to kick.
Rellik_jmd
January 22nd, 2004, 08:43 AM
in the frags screen players are listed by number. So the guy right below the server is 1, below him 2, etc. I dunno about binding the kick command, I always just drop the console to boot somebody.
ToXiCFLUFF
January 22nd, 2004, 11:03 AM
in the frags screen players are listed by number. So the guy right below the server is 1, below him 2, etc. I dunno about binding the kick command, I always just drop the console to boot somebody.
I still think you should be able to kick them by name. It's the usual way of doing things, and it's good to keep a kind of standardised format for console commands in my opinion.
Rellik_jmd
January 22nd, 2004, 12:00 PM
Absolutely but in the meantime we'll just have to do it the hard way. :-)
I'd like to see a feature that declines clients who try to join but have a ping higher than the max allowed by the server. When someone with a 4 or 500 ping comes on it lags the whole game down to a crawl.
ToXiCFLUFF
January 22nd, 2004, 01:24 PM
Absolutely but in the meantime we'll just have to do it the hard way. :-)
I'd like to see a feature that declines clients who try to join but have a ping higher than the max allowed by the server. When someone with a 4 or 500 ping comes on it lags the whole game down to a crawl. Hopefully we'll have a future network model in which the server doesn't get slowed down by slow clients... But yeah, that's definitely a good cvar to have, no matter what.
CyberG
January 22nd, 2004, 01:37 PM
The best thing would be if you could just kick people by name. Kicking them by number is quite useless really, since you have to keep track of the comings and goings of players and bots to know which number to kick.
Yes but that comsumes time and effort, in either a co-op game or deathmatch esp if you loaded a bunch of bots.
Thats why I asked for a bot_removeall command in the first place, all it would do is remove the bots while it leaves the real players alone. There is almost no way to win with that crummy kick command.
ToXiCFLUFF
January 22nd, 2004, 01:39 PM
Yes but that comsumes time and effort, in either a co-op game or deathmatch esp if you loaded a bunch of bots.
Thats why I asked for a bot_removeall command in the first place, all it would do is remove the bots while it leaves the real players alone. There is almost no way to win with that crummy kick command. I was more talking for people than bots. I agree there needs to be a remove all bots function.
Cyric's Legionare
January 24th, 2004, 07:56 PM
How about some programmable bots, but with an utility built into the launcher where you set "normal" reactions the bot would perform. i.e. when a bot runs low on health does it whip out its most powerful weapon and go out in a blaze of glory or does it retreat looking for health. Things like that could be set up in a way similar to the aurora engine of Neverwinter Nights, where on certain situations a script would fire off. With some basic script sets for regular reactions included just for good measure. This is where real programming pros could shine through making some pretty bright and challenging bots, and a directory where legacy would notice and read the different .cfg (or whatever extension) for bots give a basic read out of the bots strength and weaknesses (thats for you cheaters) and a menu where you could go through setting different configurations for the different bots already in the game. Oh could also be used in coop or deathmatch. Either this and/or better net code? Its the Team Legacy's decision. Mouthful. Yes.
jester
January 28th, 2004, 08:29 AM
I mentioned before about having personal best scores for each level in single player. Well, I kinda thought of a way you could do this... maybe you could have it so that it's like in coop mode, when you see the scores for player 1 and player 2 after each level. It's just that player 2's scores would be replaced by your personal bests for kills, items, secrets, and your time.
Oh and I think someone asked what kinda file those personal best scores would be in. Well maybe you could put them at the end of your cfg file? That way each different profile would have different personal bests, which makes sense.
Cheers.
ToXiCFLUFF
January 28th, 2004, 08:53 AM
I mentioned before about having personal best scores for each level in single player. Well, I kinda thought of a way you could do this... maybe you could have it so that it's like in coop mode, when you see the scores for player 1 and player 2 after each level. It's just that player 2's scores would be replaced by your personal bests for kills, items, secrets, and your time.
Oh and I think someone asked what kinda file those personal best scores would be in. Well maybe you could put them at the end of your cfg file? That way each different profile would have different personal bests, which makes sense.
Cheers.
I must say, I really like this idea. It'd be awesome to play a level again and see how you did compared to the last time.
jester
January 30th, 2004, 08:52 AM
I was kinda inspired by the time trial modes on racing games like Gran Turismo 3.
Hey, I actually have another couple of FEATURE REQUESTs relating to the HUD. How's about, with the translucent HUD, having the option to make the text and the mugshot appear solid (i.e. non-translucent). That way, you'd still get most of the benefits of the translucency (seeing more of the action), but you'd be able to see all the info clearly too.
Also, on this Sega emulator I have, there's the option to display the time in the top right of the screen. If Legacy had the same, that would rock. This might sound a bit pointless, what with clocks and watches and all, but it really is useful... sometimes when you get engrossed in a game it's easy to forget to look at your watch, and then you find you've been playing for hours longer than you wanted to. I guess it'd just be kinda convenient, like the clock on your desktop...
Thanks.
Boingo the Clown
January 30th, 2004, 09:20 AM
Okay. If you saw my thread at http://forums.newdoom.com/showthread.php?s=&threadid=21155 then you will know that I am having a problem with the animations that are normally used with the background between levels.
I would like to request having the level info command "interpic = xxxxxxxx" automatically turn off the animations so that they do not appear for the current level. Either that, or a command that can be used to turn the animations off or on.
TheDeadGuy
January 31st, 2004, 10:44 PM
Perhaps, a possible option for the Player's Mug to stop animating during pause.
iori
February 2nd, 2004, 11:09 PM
..what purpose would that achieve?
Boingo the Clown
February 4th, 2004, 09:35 AM
I may have posted this before, but I would like to a gun activated line that can be activated by projectile weapons, such as the plasma gun
iori
February 4th, 2004, 09:56 AM
you can boingo, the alltrigger + w# line i think. Now, dont ask me how to use it, cause i dunno :p
1024
February 5th, 2004, 04:53 PM
3 (OR MORE) separate viewports on top of the screen to see what your COOP players see (where they are / what they do / do they need help / just fun to see / etc). One button for each cam to turn in on/off.
Things that should not be shown on thous viewports (or make it a option):
* Weapon sprite'n'stuff
* hud bar
Some parameters in .cfg would be nice for each cam:
* width of the viewport
* height of the viewport
* x cordinate on screen
* y cordinate on screen
Should be easy to implement ...
1024
February 5th, 2004, 05:09 PM
*khm, no edit?*
edit: ooh-crap, unexpected location for edit button :)
Option fot "Team Key" and "Permanent Key".
"Team Key": One gets the key - all will have it. When you die - you lose the key (if "Permanent Key" is not set). You get it back if someone (likely you) gets the key again - so it will be given to all.
"Permanent Key": You can't lose keys.
NB! Thous options are combinable...
note_for_TeamKey:
Sometimes it would be nice (and sometimes not) to send everyone in different direction and complete various tasks without needing everyone to visit the keys.
note_for_PermanentKey:
Mostly there is no fun to run trough most of the emtyed level to collect the keys again...
1024
February 5th, 2004, 05:40 PM
Khm, a visible blood-trace (blood splats on floor) for some time (depending on how hard did you/whatever hit) for players (and maybe monsters too) would be damn nice.
ToXiCFLUFF
February 6th, 2004, 07:13 AM
Features I'd like to see:
An FS function for editing a single thing's dehacked properties - stuff like speed, height, max hitpoints etc,
Support for more than the default 16 lightlevels in GL
Removal of all limits (segs, visible sprite etc,)
Being able to set a camera for a specific player
To be able to define dynamic lighting and corona settings for any framestate, preferably via an external script file.
An ability to call scripts with arguments. Like you have a modified startscript([script], [arg1], [arg2], [arg3], etc,) function. Then the arguments which the specified script was started with would be set to local arg1 arg2 variables
smite-meister
February 11th, 2004, 03:12 AM
There are basically two kinds of limits in Legacy.
Some are due to the map format (segs etc.), some are set by the source code itself (fixed-size arrays and the like, I guess the visible sprite limit is of this type).
I've fixed some limits of the second type (easy, really), but the map format limits are much harder to overcome (you'd need to change or extend the format).
ToXiCFLUFF
February 11th, 2004, 03:32 AM
There are basically two kinds of limits in Legacy.
Some are due to the map format (segs etc.), some are set by the source code itself (fixed-size arrays and the like, I guess the visible sprite limit is of this type).
I've fixed some limits of the second type (easy, really), but the map format limits are much harder to overcome (you'd need to change or extend the format). Good to hear about the vissprite limit, are any of the map format limitations any different in Hexen's format? If not it doesn't really matter, since I don't think many maps reach a large enough size to worry about the limits.
Dicky
February 14th, 2004, 04:35 PM
1. Buffering(i.e. remembering) for the mouse wheel. Three quick clicks up and the weapon changes up three times instead of the current one. This buffering is in some other fps games and it makes mouse weapon switching easy to use and intuitive.
2. "End game" made into just an option so that you can easily start new games without having to end old ones first.
3. Impcam, or Impmode. You're slow but have infinite fireballs. Primary weapon is that lovely scratching sound.
4. A push(getouttamywayyoudozypillocks!) button for the bots(perhaps the use key).
x64
February 15th, 2004, 02:37 AM
1. An in-game "Projectiles can teleport" option.
2. Some way to specify THING z-position without scripting.
3. When a player/bot enters/exits the game, possibly a better effect than just them appearing/disapeearing... possibly like a blue or yellow teleport fog?
4. A "Wormhole" linedef type... which requires an identical-length linedef elsewhere in the game with a matching tag. When viewed, the game actually renders what would be viewed at the *other* linedef. This could be really useful for mazes and looping levels, etc.
Appended: And also, things *SEAMLESSLY* move between linedef locations by passing over it (i.e. shooting through this linedef will shoot out of the target linedef..etc.)
werfu
February 15th, 2004, 01:11 PM
Yeah, me too, although we are unaware of the complications that they might arise in-engine and in coding.
Why slopes are so complicated to code? JDoom people also said this but I don't understand... Vavoom already support XG slopes since a long time. *ohh*
x64
February 15th, 2004, 08:37 PM
In regard to the wormhole linedef.. Think of the cool effects you could get by creating 2 in a row and being able to actually see the back of yourself and whatnot.
It would also be cool if you could create a wormhole sector type.. in which the floor of one sector is seemlessly mapped to the ceiling of another, like-tagged sector. Think of the possibilities..
ToXiCFLUFF
February 15th, 2004, 08:52 PM
In regard to the wormhole linedef.. Think of the cool effects you could get by creating 2 in a row and being able to actually see the back of yourself and whatnot.
It would also be cool if you could create a wormhole sector type.. in which the floor of one sector is seemlessly mapped to the ceiling of another, like-tagged sector. Think of the possibilities.. Portals (the wormhole effect you described) were in Legacy some time ago apparently, and I think that Hurdler is planning on bringing them back in. There's nothing better for making skies with. Mirrors are also a portal effect.
iori
February 15th, 2004, 11:45 PM
You beat me to it ToXiC ;), the possibilties would be amazing. Im really looking forward to this feature, if it was in fact implimented. It would be amazing to see what people could come up with. As for shooting through the 'wormhole', that wouldnt be too hard at all with a bit of scripting and the alltrigger.
x64
February 16th, 2004, 10:07 PM
Why doesn't alltrigger enable projectiles to teleport?? :(
iori
February 17th, 2004, 12:21 AM
You have to call a script from the alltrigger I think - using the W# lines. Try that.
DooMAD
February 17th, 2004, 07:14 PM
I know BEX support isn't implemented yet and has already been mentioned, but I want to know more about it. Could someone explain to me what it involves and how it differs to dehacked and FS?
ToXiCFLUFF
February 17th, 2004, 07:44 PM
Bex format details (very old though) (http://www.btinternet.com/~Enjay001/Dehex/boomdeh.txt)
I saw a newer .bex file recently (may have been for Zdoom) allowing you to specify bullet damage, or how many bullets a shotgun fires, or how large an explosion's radius should be. It'd be great if you could do this stuff in Legacy.
DooMAD
February 17th, 2004, 08:01 PM
IIRC bex support would also allow us to define custom codepointer effects via FS?
If so, that would also be great.
ToXiCFLUFF
February 17th, 2004, 08:11 PM
IIRC bex support would also allow us to define custom codepointer effects via FS?
If so, that would also be great. Yeah, you are absolutely right. Smite-Meister has implemented this feature in C++, but it would still be SO good to have it in the C version too (seeing as it's currently the most stable). I tried looking through the Eternity sources (where the Legacy incarnation of FS came from) to see how easy it would be to do, but I just couldn't find the relevant code.
DooMAD
February 17th, 2004, 08:15 PM
It's in the C++ version?!?! Woohoo!
*imagines the possibilities*
*faints*
Rellik_jmd
February 17th, 2004, 08:23 PM
I'm not sure that Eternity uses the same kind of FS anymore. Could be but I think he was talking about changing it.
ToXiCFLUFF
February 17th, 2004, 08:40 PM
I'm not sure that Eternity uses the same kind of FS anymore. Could be but I think he was talking about changing it. He's jacked it in, for Small script, which sounds much harder and more powerful.
I have the sourcd of the older version of Eternity with FS arrays and stuff this PC.
Edit: Just found where the startscript stuff is in Eternity. It handles dehacked in a different manner than Legacy, but maybe there is something to be learnt from it.
iori
February 17th, 2004, 11:44 PM
you mean you have the source?
ToXiCFLUFF
February 18th, 2004, 03:41 AM
Heh, yeah, that's the one.
x64
February 18th, 2004, 04:59 AM
I set my linedef to alltrigger, and type to WR - FS Start Script, created a script with a similar tag of:
script 80 {
teleport(30);
}
It works when the player, or monsters, or exploding barral pieces fly over it... but not plasma, or rockets...
x64
February 18th, 2004, 05:00 AM
barrel*
Frades
February 18th, 2004, 05:11 AM
If you make a mistake in your post that you wish to correct later, use the 'edit' button. That's what it's for. Doubleposting is awkward in forums.
http://www.teamhellspawn.com/lpg/temp/edit01.jpg
ToXiCFLUFF
February 18th, 2004, 05:43 AM
X64: Found this in the source:
// don't teleport missiles
if (((thing->flags & MF_MISSILE))
|| (thing->flags2 & MF2_NOTELEPORT))
return 0; Basically, it means projectiles will not teleport. [ignore everything else I said]
DooMAD: Yet other awesome thing about being able to call scripts from frames would be that in the latest CVS version, there is a function to shoot bullets from an object - you could make sniper enemies, double barrel shotgun guys, or shrapnel grenades. I just made a script where you have 36 bullets (one every 10 degrees) shot from you every 100th of a second, and walked into map32. You've never seen the wolf guys die so fast :)
DooMAD
February 18th, 2004, 05:56 PM
Ooh, that may come in handy. I was thinking of a boss monster with two weapons, one rapid-fire projectiles and the other bullets. This would be pretty easy to do with BEX and FS.
/me can't wait
//Edit
The link on legacy.newdoom.com/wishlist.php still points to the old thread that isn't here anymore.
jester
February 24th, 2004, 05:15 AM
FEATURE REQUEST:
More joystick (or gamepad, same thing to a PC) options. Have a slider bar that lets you change how sensitive the turn speed is for the joystick. Maybe you could also have a slider bar for the keyboard turn speed, too. Turning with the joystick/ gamepad feels a bit jumpy at present.
Also, it would be good if you could assign the joy left and joy right to different commands e.g. strafe left/right. As it is, you're stuck with them turning left and right.
And maybe some additional commands like if you double tap the joystick/ gamepad left/ right, you can turn say, 90 degrees. This would make such controllers more effective.
If you could one day get Legacy set up so that the controls feel just like they do on the Playstation, that would rock. The mouse and keyboard is more effective/ accurate, but it still feels cool to use a gamepad sometimes.
Thanks.
darway168
February 25th, 2004, 07:29 PM
Hi~every Dooomer..:)
About - - - - Multiplayer:
Better net code.
Dedicated server mode for online play.
Better multiplayer FS functionality.
These idea is good new , if is true.. will wonderful!!
I am Living Taiwan doomer. Here have so many doomer use
Legacy play doom, But we using ADSL 2M/384K bandwidth, When we play on 1 by 1 DM mode. On client terminal user always feeling lag not smooth. So i hope Better net code can modify better efficacy, Let's client feeling Smooth...That's to living taiwan many doomer the most Hope......Thanx! *bliss*
forgive my pool english....sorry!....*crazy*
Rellik_jmd
February 27th, 2004, 10:40 AM
Hello darway, nice to hear from Taiwan! The Legacy team is working on making it better so in the future all your dreams will come true. :)
iori
March 7th, 2004, 11:11 PM
I would be overjoyed to see a way of setting sector gamma similarily to the way one sets sector brightness. 0 would be no gamma influence (just normal lighting) and 255 would be pure white? Would this be possible? To compliment these it would be nice if there was a sectorgamma(); and maybe fadegamma(); fs funcs to control it. It would just be really handy is all, and create a whole new look for some things!
//Edit: Assuming ANY of this is feasable and anyone wanted to impliment it, would it be possible for it to cooperate with coloured lighting? This way textures and sprites could be brighter than 255, and have light shades of colour with them. *cough*Dark Nexus*cough*
darway168
March 9th, 2004, 05:05 PM
Hi~Rellik_jmd, Do you have coverter dos doom2.exe V1.9 record Demo file (*.lmp) to legacy version program ?
Because my many dos doom2.exe V1.9 recorded *.lmp file
when using legacy playdemo will not original subject matter.
Move and fire weapon,die position all not original subject matter.
why ? can you tell me ?
Exl
March 9th, 2004, 11:29 PM
I may not be Rellik, but I can answer your question.
You simply can't use demos from Doom v1.9 in Doom Legacy because Doom Legacy has changed a lot of things in it's engine. It would take a lot of effort to be able to make Doom Legacy play demos from Doom v1.9, which is just not going to happen unless somebody else is willing to do that.
CyberG
March 11th, 2004, 09:11 PM
A way to minimize Legacy in windowed mode, also, a way to make legacy no be in "always on top" as it seems to be all the time.
EDIT: I would also like to see better net code, i.e. I was playing Legacy over my wireless 54Mbps network, and it was showing lots of amounts of gameloss, and the gameplay was choppy. When I tested it on Zdoom, it was smooth as if both computers had been directly connected to the router switch.
x64
March 13th, 2004, 05:46 PM
Ok.. so theres no current way to make projectiles teleport?
Rellik_jmd
March 14th, 2004, 09:20 AM
nope unless one of the Fragglescript Feinds comes up with some crazy way to do it that way.
iori
March 14th, 2004, 10:27 AM
It would involve take off MF_PROJECTILE with fs, but that would ony work with making whatever weapon you wanted to shoot actually NOT shoot something, but have one of its Frames call an FS script. This script would position the 'projectile' ringht in front of the player and shoot it out at the angle that the player is facing.
Then you have the problem of making the projectile become a projectile again when you want it to hit monsters.
ToXiCFLUFF
March 16th, 2004, 02:52 PM
Yeah, my feature request for today would have to be a set of extended Legacy object flags. For such things as making enemies use projectile prediction (easy), always teleporting the object, even if it's a missile (easy) or making an enemy immune to splash damage (fairly easy, I would imagine).
M@rkos_64
March 17th, 2004, 06:56 AM
Here are two things I wouldn't mind seeing:
1.) A line type that will block walking monsters, but will allow flying monsters to pass. Whenever I put up something like a railing, and set it to "Blocks monsters" it seems rather silly that the flying monsters stopped, when they clearly should be able to fly over.
2.) A version of gun activated lines that can be triggered by projectiles (and possibly splash damage). I often use G1 lines to simulate breaking glass, but am frustrated that rockets, plasma, and the BFG have no effect.
1.) Yes, this would be very cool, something as 3DMidTex from Eternity. This is very strange when I can't go above the railing.
2.) Use G1 + AltTrigger W1 linedef.
Inga KX
March 27th, 2004, 09:23 PM
1- Uncapped Framerate: games play like crap without it...
2- Blue And Green Blood: we all know who need these...
3- Better Decals: the current ones look like my 3yo sister's crayon art...
4- More Glowing Stuff: the 90% of the things that should be glowing in Doom Legacy do not, such as switches, lava, acid and some items...
5- Crouch Button: come on people, Doom guy jumps and floats, why shouldn't he crouch?....
6- Faster Multiplayer Game: ever heard of LAGacy?...
7- Translucent Walls: I don't really know if it's actually possible to do so cos I have never got my hands onto a wad which displays this feature. I read it's under development anyways.
8- Display Palette Instead Of Numbers: changing the FOG colors would get easier...
9- Improved Invulnerability Effect On OpenGL Mode: you only notice a brighter place after getting an Invulnerability Sphere. Make it look black and white as it does in software mode.
10- Mono Sound: one of my speakers got burnt, so I'm hearing it all in mono, I can't obviously get Stereo to work, so, would it be possible to choose between mono and stereo?, otherwise sound goes shit...
That's my 10 cents....
Rellik_jmd
March 28th, 2004, 10:02 AM
1- Uncapped Framerate: games play like crap without it...
IMO Doom is weird without the framerate cap. I rarely complain about something "not being doom" but no fps limit makes doom not feel like doom even for me. :)
2- Blue And Green Blood: we all know who need these...
That would be interesting.
3- Better Decals: the current ones look like my 3yo sister's crayon art...
Yeah that definitely makes us want to not flame you. :)
4- More Glowing Stuff: the 90% of the things that should be glowing in Doom Legacy do not, such as switches, lava, acid and some items...
That stuff is on teh way.
5- Crouch Button: come on people, Doom guy jumps and floats, why shouldn't he crouch?....
Cuz only losers crouch?
6- Faster Multiplayer Game: ever heard of LAGacy?...
Ever heard of GET a better connection?
7- Translucent Walls: I don't really know if it's actually possible to do so cos I have never got my hands onto a wad which displays this feature. I read it's under development anyways.
Er, okay.
8- Display Palette Instead Of Numbers: changing the FOG colors would get easier...
For you perhaps.
9- Improved Invulnerability Effect On OpenGL Mode: you only notice a brighter place after getting an Invulnerability Sphere. Make it look black and white as it does in software mode.
Working on it.
10- Mono Sound: one of my speakers got burnt, so I'm hearing it all in mono, I can't obviously get Stereo to work, so, would it be possible to choose between mono and stereo?, otherwise sound goes shit...
Ever heard of GO buy another speaker you cheap bastard?
:)
iori
March 28th, 2004, 10:06 AM
pwned :)
Inga KX
March 28th, 2004, 01:46 PM
"IMO Doom is weird without the framerate cap. I rarely complain about something "not being doom" but no fps limit makes doom not feel like doom even for me. :)"
I must protest sir, playing Doom at 35fps equals to sex with condoms...
"That would be interesting"
No doubt.
"Yeah that definitely makes us want to not flame you. :)"
Oh well sorry, it's just that...hmmm, they look better in software mode!?...
"That stuff is on teh way"
Weeeeee!.
"Cuz only losers crouch?"
Tell that to Vietnam heroes and peeing females...
"Ever heard of GET a better connection?"
Dude, I can connect to any Quake 3 server and get the best out of it with a 56k, no frame dropping at all...
"Er, okay"
Sounds like something's moving...
"For you perhaps"
I'm me, can't tell for others....
"Working on it"
I'm sure it will look great.
"Ever heard of GO buy another speaker you cheap bastard?"
Ever heard of fucken shit I'm broken :D
ToXiCFLUFF
March 28th, 2004, 05:48 PM
The decals are pretty horrid, I agree. I'm actually looking to try and draw some replacements at the moment.
Translucent walls are already done, but they are slightly buggy, I can't think of any Legacy maps which use these linetypes off of the top of my head though.
And finally, as for crouching, it just doesn't belong in Doom. If you really think about it, it's a feature which would add little to gameplay anyway. Oh great, conveniently-placed-vent crawling.
Inga KX
March 28th, 2004, 06:43 PM
The coolest decals I've seen so far belong to Zdoom, excepting for the gun, shotgun, super shotgun and machinegun ones, thus I'd pick the Inmoral Conduct dehacked's in replacement for these.
One more thing, I can't seem to bind any key, why?, does Legacy use numbers like 128, 200, etc instead of the letter itself?, if so, well, u know what I want then... :)
I forgot:
11- Improved Chasecam Mode: it's almost unplayabale now...
ToXiCFLUFF
March 29th, 2004, 03:19 AM
inga: You can bind to any key. Bind [key] "[action]". You can even bind one key to multiple commands like in Quake: bind shift "god; noclip; gimme weapons; gimme ammo; echo Argh!".
DooMAD
March 29th, 2004, 10:33 AM
Feature Request
I like using "viewheight" to fix doomguy's eyesight, but is there also a "shotheight" command to go with it? If not, that would be very useful.
iori
March 29th, 2004, 11:12 AM
I know exactly what you mean. AFAIK there's no way to do this without modifying the source something aweful, but I'd love for someone to prove me wrong. (In reference to where bullet puffs hit, and where projectiles emit from without changing the image offsets)
Rellik_jmd
March 31st, 2004, 12:11 PM
Yeah we could use some new decals, by all means if someone makes some better ones they'll get replaced.
Rellik_jmd
March 31st, 2004, 12:13 PM
FEATURE REQUEST:
This may sound odd but it would be cool if you could simulate lag during bot games. That way people can get some practive playing with various levels of lag. :-) You could of course also use is to make the host of a Legacy game lag similarily to the players who join.
DrDooM
April 1st, 2004, 05:28 AM
Hey. In this forum are men as Roger Ritenour or John Carmak!!!???
Exl
April 1st, 2004, 07:40 AM
What? Who? Where? How? When?
ToXiCFLUFF
April 1st, 2004, 05:03 PM
Rellik: I can't even decipher the format really. If you take a look at them, the colouring is all weird. If I could find out what they are exactly, I'd happily do better replacements.
I think decals would be best done with a format which can contain an alpha channel. Then the colour could be applied afterwards, like it is in more modern games, or Zdoom..
iori
April 1st, 2004, 05:43 PM
There must be some internal palette for the splats, no?
Pxtl
April 1st, 2004, 11:12 PM
Actually, forced lag is useful online too. I've run servers on UT and to balance things out I give myself 100 ping - about the same as my players will get - so that I have an even ground with them.
Anyways - time for a lengthy post. Now, since the new Doom treats monsters as playerclasses, how about using it for something interesting? How about a teamgame? I have a very elaborate idea that I've been mulling over in my head for the past few days. Its all based on the familiar DOOM powers, weapons, and monsters, but comes together in a new and interesting way.
Here's how the gametype works. First of all, the gametype is a simple team-based King of the Hill. There's a zone of the map defined as the Hill (marked by John's Head), and the more players a team has on the Hill, the more points they get. Now, here's how it works:
There are only a handful of pickups - a generic "ammo" pickup, an "energy" pickup, and health pickups - health pickups are as normal, with weak medkits to fill you up and megahealths to let you past your max. Also, there are "booths" that a player can step into. When you step into a booth, you can change your monster class.
Each playermonster has 1-3 weapons. One weapon is unlimited, one weapon is limited, and one weapon is special (and may not exist). Each playermonster has a cost. While a player is dead, or in teh "booth" they are regenerating money. This money can be used to heal your monster or to upgrade to a new monster. If you can't afford to heal your monster, you can even downgrade to a weaker monster in the booth. Energy comes from pickups or from waiting outside of the game/in the booth.
This is important - it means that a if a team is losing because the other team is owning, then they can wait outside to charge up their energy. Meanwhile the winning team will rack up the points. Alternately, it means that if a player really sucks and completely ran out of energy, then he can wait 10 seconds to build up enough to buy the basic monster for his team.
The further you get away from the ring, the better the pickups are, so that losing players can go patrol the outer rim to make a comeback against the winning team. To compensate for the high speed of the human, all monsters run at "nightmare" level speeds. I had to make up some ideas for the "special" actions. The idea is that this game could be built entirely out of the standard Doom graphics with only a handful of special powers added, and the least confusion for new players. Of course, the stats wouldn't be exactly the same as normal Doom, but tweaked so that they could be balanced.
The teams:
First, The Humans - humans tend to be fast and light, with good long-ranged hitscan attacks. Their units are also cheaper to get than some others. They'd still have to be a little tougher than normal to make them hold against the other factions.
1: soldier - the weakest, cheapest unit - easily killed, but can move a bit. Can jump.
Unlimited weapon: pistol fire
Ammo weapon - drop ammo
Special weapon - kamikaze explosion (like a barrel - we all know that trick from DeHacked).
2: shotguy - the midrange unit. He's a good, solid unit to control the outer regions of the level with. Huge jump.
Ulimited weapon - chainsaw.
Ammo weapon - shotgun fire.
Special weapon - super-shotgun fire. Has super-long reload time - the shotguy doesn't reload anything like the marine does in normal doom.
3: minigunner - the heavy unit. He's slow and powerful, but short on armour. Can't jump. Goes through ammo like mad, so you'll need to support him with your soldiers.
Unlimited weapon - pistol fire
Ammo weapon - minigun - can't move while firing.
Special weapon - hyperfire mode - begins firing at an obscene rate of fire (like 4 rounds per frame), but can't stop firing until out of ammo. Can move while firing.
4: marine - the super unit. Our hero. Fast, powerful, and tough. Can jump.
Unlimited weapon - berserk punch.
Ammo weapon - plasmagun. Can move while firing.
Special weapon - BFG. Firing BFG costs energy points in addition to ammo (as in, the points you use to buy things).
The Undead - the wierd faction. Unfortunately they have a huge jump between their weak unit and their strong units. Good airpower army.
1: The Lost Soul - cheap unit all it really does is draw fire. Has 2x the starting health of an AI lost soul. Can fly.
Unlimited weapon - bite
Ammo weapon - ram attack
Special weapon - swap control - look at an AI lost soul to take control of it and convert the current lost soul into an AI lost soul.
2: The Pain Elemental - medium monster - slow, useful unit, but no good in a straight fight. Can fly.
Unlimited ammo - rocket - looks like a lost soul but its a rocket with a piss-poor rate of fire.
Ammo weapon - spawn AI lost soul. They start at only 1/2 of max health, but can pick up health packs if a player takes control of them.
Special weapon - Self-destruct into lost souls. One of them the player controls.
3: The Revenant - Heavy monster. Fast, tough, homing rockets - what more do you want? Can jump.
Unlimited weapon - punch
Ammo weapon - rocket
Special weapon - lock target. Must hold target under sight for 2 seconds so that rockets will home on them, or the rockets only fire straight.
4: Archvile - super unit. You know he scares you.
Strong, powerful, and useful.
Unlimited weaopn - punch
Ammo weapon - fire blast - hitscan attack to start it, then the target has a second to get out of your line-of-fire or they a-splode.
Special weapon - heal area. Doesn't revive the dead, but instead heals everything in radius - including the AI lost souls, which start at only half health (this makes it really, really useful).
The Cyberoids - strong defensive faction, but with somewhat pricy units.
1: Spectre - weak unit. Tough, ugly, and invisible. Handy guys to have around. Kinda pricy for a starter unit tho. Handy for circulating ammo to the slower army. Can jump.
Unlimited weapon: byte
Ammo weapon: drop ammo
Special weapon: cloak - takes ammo while cloaked.
2: Arachnotron - medium unit. Slow, but powerful for a medium unit, actually about as powerful as the strong one. No jumps.
Unlimited weapon: pistol fire.
Ammo weapon: rapidfire plasma. Cannot move while firing.
Special weapon: total invisibility. Cannot move or attack while cloaked. Like burrow in StarCraft.
3: Mancubus - heavy unit. You know the dude. Scary bastard. Large jumps. Moves at a decent speed.
Unlimited weapon: single fireball, low rate of fire.
Ammo weapon: 3-shot spreadfire. May move while firing
Special weapon: Invincibility. Not pure invincibility, but it only takes like 1/10 damage. Only lasts a few seconds. Takes lots of ammo to use. May fire while invincible.
4: Spider Mastermind - super unit. Not much on special powers, but insanely tough to crack. Has a huge ammo resevoir. Very slow moving. You'll be using your demons to feed this guy. No jumps.
Unlimited weapon: normal chaingun.
Ammo weapon: super chaingun.
Special weapon: regenerate. Takes ammo to use.
The Demons - very pricy units, but a very simple faction. Very good mobility.
1: Imp - probably the most versitile of the cheap units. Very well armoured. Good jumps.
Unlimited weapon: punch
Ammo weapon: fireball
Special weapon: airmine. fires a super-slow moving rocket (looks like an imp fireball but slower) that can be shot down, but it takes a lot of hits. Consumes a metric buttload of ammo.
2: Cacodemon - medium unit. the most powerful combat flyer.
Unlimited weapon: bite
Ammo weapon: fireball
Special weapon: superspeed - can't fire while using it.
3: Hellknight - heavy unit. Can jump.
Unlimited weapon: punch
Ammo weapon: fireball
Special weapon: transform to Baron of Hell. Takes ammo, and a second of on-moving and non-attacking. As Baron, takes half damage, has double rate of fire, but moves much slower and can't jump. Use again to change back.
4: Cyberdemon - super unit. The man. Can jump, can move, can kick ass. Very hard to fight.
Unlimited weapon: Hellknight fireball.
Ammo weapon: rapid rocket - may move while firing. Can lay down a lot of rocket fire.
Special weapon: Shout. Blind/deafen all enemy units in range momentarily. Takes a lot of ammo.
Maybe a bizarre fifth faction could be designed out of barrels and the SS guy and other odds-and-ends.
Pxtl
April 1st, 2004, 11:19 PM
In retrospect, maybe this should have been in its own thread. Could a mod oblige?
Inga KX
April 2nd, 2004, 12:21 AM
What should I get to start working on new decals?, I know nothing about software needed for this, though I'm a very talented photoshop freak...
M@rkos_64
April 4th, 2004, 11:35 AM
4. A push(getouttamywayyoudozypillocks!) button for the bots(perhaps the use key).
There is such key sequence: just press 7 (or whatever you bound to BFG) and Ctrl (or other fire key). Also set teamdamage to on.
ToXiCFLUFF
April 4th, 2004, 03:34 PM
What should I get to start working on new decals?, I know nothing about software needed for this, though I'm a very talented photoshop freak... I hope someone replies to you, I really do.
Does anyone else think Legacy's HUD could be improved? The format for that is easier to use than the splats.
iori
April 4th, 2004, 04:46 PM
...doesnt that involve Lumpy? I havnt tried, but it seems so ominous.
ToXiCFLUFF
April 4th, 2004, 05:22 PM
Yeah, does. But Lumpy isn't too hard to use luckily.
smite-meister
April 9th, 2004, 05:14 AM
If you draw new graphics for Legacy, please use the PNG format. It has all the necessary goodies, such as full alpha channel, truecolor, compression etc.
It might still be wise to use the standard Doom palette for the benefit of the software renderer, but it is not strictly necessary (Legacy can in principle quantize the truecolor images to any palette, although the result might be ugly).
Inga KX
April 10th, 2004, 07:12 AM
What should I get to start working on new decals?, I know nothing about software needed for this, though I'm a very talented photoshop freak... I hope someone replies to you, I really do.
Does anyone else think Legacy's HUD could be improved? The format for that is easier to use than the splats.
You mean the one you get when you enlarge your screen?, if so, perhaps making stuff smaller would be nice but that's not really a must see for me since I love playing with the big classic but now translucent hud.
M@rkos_64
April 14th, 2004, 01:01 PM
1. Portals/mirrors/skyboxes. Also real portals, not just visual portals but line that you can seamlessly pass to other part of the map, something as boom's line-to-line teleport, but also teleporting misiles and "teleporting" pistol/shotgun/chaingun fire.
2. Support for more weapons. Also Skull Tag weapons. I love railgun, grenade launcher and others.
3. Possiblity of placing cameras in level that you can switch to using F12.
4. Some real 3d map format, see C++ forum for more.
5. Ability to add StartScript codepointer to DeHackEd
6. General SpawnMissile codepointer that spawns a missile with id given as "unknown1' field.
7. Particle fountain things
8. Full [level info] support
9. Something as TerTypes from Eternity
10. 3DMidTex
11. Ability to add snow/water splashes to sectors
ToXiCFLUFF
April 14th, 2004, 11:42 PM
1. Portals/mirrors/skyboxes. Also real portals, not just visual portals but line that you can seamlessly pass to other part of the map, something as boom's line-to-line teleport, but also teleporting misiles and "teleporting" pistol/shotgun/chaingun fire.
5. Ability to add StartScript codepointer to DeHackEd
6. General SpawnMissile codepointer that spawns a missile with id given as "unknown1' field.
7. Particle fountain things
8. Full [level info] support This is already in the C++ version, and I have added this to my local copy of the C version of Legacy..
CyberG
April 17th, 2004, 07:11 PM
Dump the mouse 2 com-port support (too old fasion) and add support for player 2 to use a mouse connected through a Universal Serial Bus port.
Faster speed over a 11Mbps connection.
Bot command to remove robots without kicking real players.
being able to change bot skill attributes.
Bots being able to use Virtual Weapon skins.
Toggle autorun with caps lock key.
CyberG
April 27th, 2004, 11:56 PM
Also I might add that the netcode should be greatly optimized, I was playing Co-op UV on my dialup and the other person was on a Cable connection, It was just about lag city. I Request that someone optimize Legacy's netcode so that even 7 people with dialup and one with person with cable in a co-op game could play smooth as a lan game.
ToXiCFLUFF
April 28th, 2004, 04:53 AM
Also I might add that the netcode should be greatly optimized, I was playing Co-op UV on my dialup and the other person was on a Cable connection, It was just about lag city. I Request that someone optimize Legacy's netcode so that even 7 people with dialup and one with person with cable in a co-op game could play smooth as a lan game. Are you nuts? 7 people on a dialup won't anywhere near that fast on a T3 server. There is a physical latency in sending the data, and you can't break the rules of the universe.
If more of the network code was client side, sure this would be possible, but that opens up the way for cheats.
iori
April 29th, 2004, 10:59 AM
I would like to see at some point is (the option for) a textured automap. I think that would be really cool.
Planky
May 6th, 2004, 03:20 PM
You mean like what zdoomgl has?
MR_ROCKET
May 7th, 2004, 03:08 AM
or like duke3d , yea that would be cool.
heres my old request again.:P
solid net code
multiplayer friendly fraggle script
slopes
high res sprites, models and textures
abllity to script texture effect - lighting
rocket jump and ctf mods
all that with a fast render and good frame rate would be my request heh.
but hey its free so i feel dumb making any requaest :\
jester
May 7th, 2004, 03:38 AM
FEATURE REQUEST:
1. Have an option to scale up the blood splats' size.
Basically... if you try playing the game at a low resolution like 320 x 240 in software, you get big beefy splats, that look a lot cooler than the scaled down ones you get at higher resolutions. I think the bigger ones look kinda cool.
Or maybe you could have it so the splat size is kinda random, that might look pretty nifty.
darway168
May 10th, 2004, 03:14 AM
Can you all try ..Legacy 1.42 win32 version, Iwad=doom2.wad, Pwad=Av.wad (Alien Vendetta)
Every time Play this funtion always to occur error.
When i go exit door (go to next map).
Legacy always quit game.(error message = I_RegisterSong : StreamBufferSetup FAILED)
...what's this problem on 1.42 ??
Beacause use 1.41b play AV is ok..
Can you answer me ??....Thanks you...^_^
MR_ROCKET
May 10th, 2004, 06:10 AM
i'm not sure but i think 1.42 might have a problem with direct midi formats now?
.mus formats still seem to work fine.
would this have to do with the added digmusic formats? - they still seem to work fine though..
darway168
May 10th, 2004, 07:04 PM
Thanx a lot !! MR_ROCKET Thank you !
Your idea to remind me.
I Run Launcher and then on [Setup]
[v] Disable Midi Music, and then I can Play AV.wad on Multiplayer with my friend !!!!
So ... 1.42 Win32 Version demonstrate to cope with midi music
have BUG.....= =
Black Lemming
May 17th, 2004, 01:56 AM
Hia there i'm new in the forums so.. plz kick me out if i'm coming with long dated questions...
Would it be possible to add possibility to other players seing wich weapon you're carying ? like on these pics I found somewhere i cant remember ?
http://www.quakestock.org/images/smiles/34.gifhttp://www.quakestock.org/images/smiles/33.gifhttp://www.quakestock.org/images/smiles/32.gifhttp://www.quakestock.org/images/smiles/31.gifhttp://www.quakestock.org/images/smiles/30.gif
Planky
May 17th, 2004, 03:00 PM
Heh, very dated indeed. Those are boingo the clown's skins he made with the intention of getting legacy to switch skins depending on which weapon was selected... At the time there was no way of doing it - I think he ended up getting it working on zDoom.
Black Lemming
May 18th, 2004, 12:27 AM
'Hope he'll carry out while i'm still on earth.
Inga-KX
May 21st, 2004, 07:05 AM
Any chance to have new crosshair models for the next release?, you know....smaller ones that look accurate while using resolutions higher than 320x200.... :D
ToXiCFLUFF
May 21st, 2004, 07:17 AM
Hopefully we'll have scaleable hud stuff with the new renderer (e.g. the text etc,). Currently it's very hard to even read the messages in a multiplayer game in 1024x768.
Inga-KX
May 21st, 2004, 07:28 AM
Great!
Planky
May 31st, 2004, 08:06 PM
A cvar that reports the amount of players in the game... unless there is already something...
Exl
May 31st, 2004, 10:34 PM
int i = 0;
int nPlayers = -1;
for (i = 0, i < 32, i++)
{
if (!playeringame(i))
{
nPlayers = i - 1;
break();
}
}
MR_ROCKET
June 1st, 2004, 07:29 PM
i have a damn request.. :P
you know how you can right click on a file and "open with" option? file association..
well i think it would be so cool to "right click a wad and run with legacy option". ;)
i mean not to monopolize on pwads or anything but lol
Inga-KX
June 4th, 2004, 12:00 AM
I know this feature request seems quite out-of-place now that all of the efforts should be pointing the north of the bug fixing, graphic improvement, etc, but what do u say about being able to load wads from rar or zip files?, I recently downloaded the Master Levels for Doom, 20 compressed files I had to extrect the wads from and that took a while. Compressed wads would take less space in your HD as well.
That's all folks.
ToXiCFLUFF
June 4th, 2004, 03:16 AM
Inga: The C++ supports loading files from various different game formats (e.g. .pk3). I don't know if this will be compressed like Quake3's .pk3 format or not, though.
-Ki-
June 4th, 2004, 07:30 AM
Compressed wads would also make things cleaner.. But what if it has extra files like exe's or such? Unless you make Legacy only look for wad and deh files and ignore any other files in it.
You could always make Legacy suport it's own type of zip like winamp does.. and thats just re-naming a zip to another file (or leave it as zip, it reads that too) That would be cool.. and it would make keeping files that go to just one wad in order.. I hate gettings wads that have 3 or more files, more so when they all don't go by the same (or simuler) names. you can so eaily lose track or just forget what file goes with what.
Exl
June 4th, 2004, 07:36 AM
FYI, the pk3 file format is the zip format. Quake 3's pak0.pk3 (main data file) can be read by WinZip in the form of a zip file. So if Legacy has pk3 support, it has zip too.
ToXiCFLUFF
June 4th, 2004, 07:50 AM
FYI, the pk3 file format is the zip format. Quake 3's pak0.pk3 (main data file) can be read by WinZip in the form of a zip file. So if Legacy has pk3 support, it has zip too. Not strictly true. For instance, Jdoom has PK3 support, but doesn't support any compression.
Exl
June 4th, 2004, 07:57 AM
Yeah, supporting compression may not be the case. However, I think that the zip compression algorithm should be available somewhere, if not supported by ZLIB which the C++ version currently uses to compress savegames.
ToXiCFLUFF
June 4th, 2004, 01:51 PM
Yeah, supporting compression may not be the case. However, I think that the zip compression algorithm should be available somewhere, if not supported by ZLIB which the C++ version currently uses to compress savegames. Yeah, it would be good. Especially for when we get hi-res texture support, and wads may actually start taking up considerable amounts of space.
Bomberman9000
June 12th, 2004, 06:28 PM
Here's a feature that might be interesting once there's full MD2/3 support. Maybe headshots could do more damage than a torso or arm etc shot.
ToXiCFLUFF
June 13th, 2004, 06:50 AM
Here's a feature that might be interesting once there's full MD2/3 support. Maybe headshots could do more damage than a torso or arm etc shot. It's not really in the interests of a port to change the actual gameplay, in my opinion, but to embellish it and add more editing features.
Hurdler
June 13th, 2004, 03:12 PM
ToxiCFLUFF: hi-res graphics will be compressed using image compression algorithms such as the one in png (one could even use the jpeg format, but it's not recommended due too poor quality when you use them as textures), not using zlib. They are simply much better than general compression algorithms.
Boingo the Clown
June 21st, 2004, 01:19 PM
Since I now know that it is not possible to define different splats for different projectiles, I would like to request it as a new feature.
Check out http://forums.newdoom.com/showthread.php?s=&threadid=22985 for details.
jester
June 24th, 2004, 09:04 AM
FEATURE REQUEST:
Make it so that there's an option to have the box around the mug shot actually coloured black (not just dark grey like it is now), when you choose to play as the black marine. It's black in the Playstation version of Doom, and it just looks a lot neater.
Boingo the Clown
June 24th, 2004, 09:27 AM
Hia there i'm new in the forums so.. plz kick me out if i'm coming with long dated questions...
Would it be possible to add possibility to other players seing wich weapon you're carying ? like on these pics I found somewhere i cant remember ?
http://www.quakestock.org/images/smiles/34.gifhttp://www.quakestock.org/images/smiles/33.gifhttp://www.quakestock.org/images/smiles/32.gifhttp://www.quakestock.org/images/smiles/31.gifhttp://www.quakestock.org/images/smiles/30.gif
Hehehe. Those are my guys alright. I've got to finish the last of them one of these days. The chaingun marine was done by Anthony Cole I believe.
Cybergeeker and I did actually get them working in ZDaemon, which was great. It is too bad there were so many dorks amonst the ZDaemon players.
Planky
July 6th, 2004, 02:25 PM
Heh, I remember testing them with you and Cyb quite awhile ago. Had someone come in and start fragging people...
-Ki-
July 19th, 2004, 03:49 PM
I gfot another request (and no it's not slops XD) how about SIDEWAYS MOVING DOORS!!
Planky
July 19th, 2004, 06:15 PM
Models can be used for this, although not until Legacy has proper model support.
Exl
July 20th, 2004, 12:14 AM
You mean Hexen's polyobjects. They're on their way.
jallamann
July 20th, 2004, 07:24 AM
Could polyobs be made of 3d sectors? In hexen and zdoom they are just linedefs with void behind them... It would be cool to have windows in big, sliding doors...
jester
July 29th, 2004, 07:55 AM
FEATURE REQUEST:
Make the Cyberdemon's death scream louder. Currently it is much too quiet!
jester
July 30th, 2004, 09:07 AM
FEATURE REQUEST:
1. Make it so you can gib monsters/ other players with the super shotgun, at point blank range.
2. When you kill someone with the plasma rifle, have it so that some smoke comes out of the corpse. This might not sound that great, but in Half-Life, they have some smoking corpses in that, and they look bloody cool.
3. When you shoot the chaingun, make it so that loads of casings go flying all over the floor... like 2 or 3 for each shot, so that you've got masses of them all over the place, like in that bit in Die Hard. You could use 3D models for them I guess... basically similar to the ones in Half-Life, that come out of the MP5. Except these wouldn't disappear after a couple of seconds. You could have the same with shotgun shells I guess!
Okay, I know I keep on chucking out a load of suggestions, but well, I'm basically learning C++ as quick as I can, so maybe in the coming months I will be able to do some very basic stuff at least.
Cheers!
Planky
August 2nd, 2004, 02:53 PM
Okay I think we are going to have to compile a list of the 10 most wanted features and vote on which one's we want the most, then perhaps have the most popular one implemented with the Legacy Team's approval...
Boingo the Clown
August 3rd, 2004, 08:06 AM
Since it was brought up in the other thread, I would like to see the return of 360° skies, which was a feature that DooM had, but Legacy does not.
Also, as brought up in yet another thread, I would like to be able to set up more than three types of wall splat, and be able to define which projectiles are able to produce which splats. This would be extremely useful for The Ultimate Chex Quest, where the player is shooting energy weapons (scorch marks), but the monsters are shooting balls of slime (green splatters).
iori
August 19th, 2004, 05:09 PM
A VID_RESTART console command which would reinitialize the opengl display, like a resolution change would.
ToXiCFLUFF
August 19th, 2004, 05:15 PM
A VID_RESTART console command which would reinitialize the opengl display, like a resolution change would.It'd be pretty good to be able to change renderer like this, as well. Make map testing easier, at least.
jester
August 25th, 2004, 06:57 AM
FEATURE REQUEST:
Being able to export demos as AVI files would be pretty neat. That way, someone else wouldn't need to have your version of Doom to be able to watch your demo.
Inga-KX
September 4th, 2004, 10:18 PM
Virtually, there's no one running outdated Doom iwad versions (anyhow, patching'em shouldn't be an issue), so that's quite useless. It would be easier for everyone to make that person download Legacy as well as any extra pwad in order to play those Legacy recorded demos
If you really want a video, you can try out some apps such as Hypercam or Mr.Captor, though you're more likely going to miss frames.
ToXiCFLUFF
September 4th, 2004, 10:23 PM
Gamecam (http://www.planetgamecam.com/) is a fairly decent avi capturing utility as well. It's free, unlike FRAPS.
Rellik_jmd
September 5th, 2004, 09:06 AM
Hey nice, GameCam looks great. Being able to output straight to mpeg would be nice though for making frag videos and stuff. :-)
ChexBoss
September 8th, 2004, 07:48 PM
REQUESTS:
Could there be a door-type to create such a function?
Once you get slope to work, will it be possible to create a sloping, 3d, floating sector?
Make FSKY1 give a room a certain glow, depending on the colour of the sky texture itself.
iori
September 8th, 2004, 08:58 PM
-polyobjects will work in both hexen and doom in the C++ version, eventually if not initially.
-If they can get slopes to work, but apparently its tricky, there is no 'Make slopes happen' button.
-You can make rooms glow like that manually.
ChexBoss
September 9th, 2004, 02:39 PM
I've seen the basic layout of a "Sloped" map, but I dont understand how to set it.
Ill learn it when legacy comes out with it.
This C++ version seems like a pretty big deal...... is it? And will it be out by summer of '05?
jester
September 11th, 2004, 02:28 AM
About most people having the IWADs they need already.. sure they do, but not everyone uses Legacy. So in other words, you've got to make sure you have the latest version of whatever launcher the demo was recoreded with to see it - provided the demo file was recorded with that latest version in the first place.
Since launchers are always being updated (meaning that the old demo files recorded on previous versions won't work anymore) the only easy way you're going to be able to watch demos made by a launcher-ed doom is for the player to record it as an mpeg or whatever...
Inga-KX
September 11th, 2004, 03:52 AM
I don't think that demo playing is more important than any "compatibility" change made to increase the quality of a port, personally I don't mind this stuff much. While it's true that if the video recording feature is ever implemented there will be no more trashed demos, what has been already recorded would still be unplayable and we're talking about maybe thousands.
It's all about priorities though.
Cherepoc
September 11th, 2004, 06:25 AM
Request - add new codepointer:
It's working like refire codepointer in player weapons. But in refire codepointer if you steel holding fire, it will skeep realoding and go to the 1 firing frame. The new codepointer: if you are steel holding fire it will go to next state, else - stop firing. This can make a large number of effects, like comboattacks.
iori
September 11th, 2004, 02:20 PM
Video's would be far too huge, and if youll notice on some other ports, demo's dont get trashed.. ever. Demos are a good standard among the ports/community, there is absolutely no need to change that.
If legacy had compatability options like boom and zdoom have then you could record these standardized demos, and legacy-only demo's (in levels with scripting/3d floors) could be marked as such.
Inga-KX
September 12th, 2004, 03:19 AM
I only use Legacy so I only record and play Legacy demos...
If some of the oldies desync with Legacy, I swtich to doom95 and everything's ok.
iori
September 12th, 2004, 03:36 AM
Which is why demo compatability should be fixed before these 'alternatives' should be considered. Legacy doesnt even play legacy only demo's properly, with desyncing on older machines (mine at least).
jester
September 13th, 2004, 07:01 AM
Videos might not need to be that big. It depends on the codec.
MPEG files aren't that big either, especially just for speed demos etc.
Exl
September 13th, 2004, 09:46 AM
You can't record a 30 min demo in anything under 10 mb without making the video look like random colors. The MPEG\video demo idea is downright stupid.
iori
September 13th, 2004, 11:20 AM
What would be neat however would be a way of movie playback in legacy, for logo's / short intro's etc.
Exl
September 13th, 2004, 12:33 PM
It never gets used in ZDoom, or any other port that I know of that can do such a thing. It'd only result in crappy 10 minute long animated logos taking up 20 mb of the wad size.
Inga-KX
September 14th, 2004, 03:34 AM
This movie recording request is getting quite fatuous actually.
Wad'a'Holic
September 21st, 2004, 05:05 AM
If this is were you post features I have an idea.
It might be a bit hard to do but why don't you have shaders on level objects. Example, you can have bump mapping and detail mapping on an ashwall surface or a slight specular reflection on the metal SHAWN textures. That would be awsome if you had that in it.
Inga-KX
September 22nd, 2004, 02:06 PM
Get Doom3 ;)
Wad'a'Holic
September 22nd, 2004, 04:53 PM
lol, already have it.
Aliotroph?
September 23rd, 2004, 12:39 AM
Oddly enough, Hurdler was talking about experimenting with thing like that once they get a stable C++ version with a nice GL renderer out. Bump mapping seems to be something that can be added in a real hurry. Just adding it well, working out a proper way of generating the bump maps, or drawing them, and then making that work nicely with the lighting in the game is probably tricky. Arx Fatalis has bump mapping to add detail to the textures. It looks like an abuse. I'll have to find some screens to show what I mean. I personally don't think it would look too good in a game where most of the lighting consists of statically shading an entire wall.
ToXiCFLUFF
September 23rd, 2004, 05:55 AM
I personally don't think it would look too good in a game where most of the lighting consists of statically shading an entire wall.And you are absolutely right. To have bumpmapping look good, you really do need light coming from different directions. So it would look good when there was dynamic lighting around, or in levels illuminated solely by dynamic lighting (which will hopefully be possible in C++), but I agree with you regarding sector lighting and bumpmapping.
iori
September 25th, 2004, 10:47 PM
http://timmie.squabble.org/screenshots/lights/boris_1.jpg
meep.
Wad'a'Holic
September 26th, 2004, 02:05 PM
That is some impressive lighting effects iori. *thumbs*
I have another idea then that still has something to do with shaders.
Why not a mirror texture (example, a sertain colour on a texture will make it mirror, like how light blue makes that part see though), or Pixal Shaded water replacing the water texture, maybe pixal shaded grass, GEE, I AM ADDICTED TO PIXAL SHADERS, lol.
I have so many ideas but some are a bit diffucult to implant.
Also, when will the Slope feature be advaible cos I really want to make some terrain :D
iori
September 26th, 2004, 02:41 PM
Thats actually Timmie's lighting from Zdoomgl. I was showing it because it demonstrates a pitch black sector using a few dynamic lights to light it as normal.
Wad'a'Holic
September 27th, 2004, 02:51 PM
Hmmmm, that gives me an idea. You have 2 sectors, one sector has 0 for lighting and the other has 255. The edges of the 255 sector have shades of lighting that goes from 255 down to 0. Kinda like in the image above.
jester
October 26th, 2004, 05:29 AM
FEATURE REQUEST:
How's about the option for increasing/ decreasing the game speed, that would be quite amusing. Like, it could start at 100%, and you could increase/ decrease it as you please, I guess if you had a really fast computer and amazing reflexes you could play it like 10 times normal speed.
Wad'a'Holic
November 16th, 2004, 11:58 PM
LOL, that would be a funny feature for those Legacy movie makers out there...
jetflock
November 26th, 2004, 01:56 AM
hmm.....how about a linedef tag that will end the level and bring the player to a designated level in the game. for example---tag 704
7-digit describing type: level warp
04- digits decribing map number(map 04).
so, if i was on say, map 01 in doom 2, and i hit a linedef that was tagged 704, it should bring me to map 04.
don't bother answering if this is stoopid.
iori
November 26th, 2004, 02:29 AM
Using FS is much easier. No sense in hardcoding something that can be done already by the end user.
jetflock
November 26th, 2004, 05:15 AM
i know, i know. i just hate scripting.
Cherepoc
November 27th, 2004, 08:25 AM
Hate scripting? There are 2 mapper categories - mappers(their maps are cool, but scripts sucks) and scripters(their maps sucks but scripts cool)
MR_ROCKET
December 15th, 2004, 04:56 AM
And then theres the ones that do both, they just dont make anything very often heh.
Cherepoc
February 7th, 2005, 10:29 PM
In wishes list i've read:
Ability to add new things to the thing table.
Ability to add new codepointers.
Ability to add transparency, britghtness, dynamic light maps to sprites / textures / flats
What of that you will add first? And what is the ability to add new codepointers? So you can create your own codepointers? So that tool must be greater than decorate.
My wishes - translusensy and lighting of sprites must not be hardcoded. And strings in menu too.
I want to put new FS weapons to the original doom levels. I don't want to edit them. I think we need a special lump, that execute scripts written there in any map!
for exemple a lump called SCRIPT
script 255
{
}
startscript(255);
SubSog
February 8th, 2005, 01:54 PM
umm...I don't know if anybody else has asked for this, but I think it'd be nice to be able to change the weapon respawn time down to like 6 seconds, so I'm not always stuck forever with the pistol.
Planky
February 8th, 2005, 02:35 PM
Doesnt the item respawn affect this?
WinstonSmith6079
February 28th, 2005, 05:30 PM
It would be very handy (and to me very functional) to be able to pull up the Automap with some other key other than the default TAB.
All my other controls bound between the mouse and the arrow-keys and the keys surrounding. I myself would probably bind the the Automap to mouse btn3 or ENTER.
Wad'a'Holic
March 2nd, 2005, 02:58 AM
Have you guys finished the new C++ version yet cos its been more than 'a few weeks', im iching to try out the new Legacy :D
iori
March 2nd, 2005, 02:17 PM
Im programmer speak, a 'few weeks' can be anywhere from a few weeks to half a year. Just be patient, if you can.
Wad'a'Holic
March 2nd, 2005, 07:52 PM
I cant.......... must.............. play............. new legacy.............. gonna get converted to the ZDoom comunity......... if..........i dont get a new dose of............ LEGACY!!!
Aliotroph?
March 2nd, 2005, 07:54 PM
So what parts need to be added before it's a workable release?
deamonic
April 21st, 2005, 01:16 AM
FEATURE REQUEST: i hope this hasnt been requested already, but id like to be able to set the height an object starts at(if its not already on a floor it will drop to the next floor down instantly) so i dont need to do the stupid teleport floor transaction with all my 3 floor deathmatch maps, and having openGL light up your weapons and other objects(even if it looks shit) would be nice.it'd be cool of the blue flame made your gun go blue instead of stay dark(i use openGL to light up dark areas in most of my maps).
-and-
the ability to crouch with a set button.
ive been planning to do a map of my school for some time now, the only problem is the fact that i want items on 3D floors and i want it so the players can see the other players in those areas.
wario
April 21st, 2005, 08:56 AM
uhm setting items on 3d floors is already possible
use fs script spawning
Danimetal
April 21st, 2005, 09:04 AM
I think Hexen has a Z flag implemented... Problem solved if so.
BSElu
July 6th, 2005, 09:39 AM
What about implementing a "mutant mode" just like I heard it is done in UT.
One of the players is a so-called mutant. He will score frags as usual by killing any other player. Other players though only score frags by killing the mutant, killing other players doesn't increase their frag count. If the mutant has been killed, his killer becomes the new mutant.
If the mutant dies without being fragged, no one is the mutant as long as the first player gets killed. His killer then becomes the mutant.
This sounds like fun to me! Everybody chasing just one person! *rolleyes*
Cheers, BSElu
Danimetal
July 6th, 2005, 10:35 AM
This is the kind of thing to be done with scripting, I think... I can´t come with a way to do it now but, obviously, since Legacy tells you who killed you, there´s something there that stores who kills and who´s killed. The rest is pure math.
rustyslacker
July 6th, 2005, 11:29 AM
integrated sprite editor!!!!! i need to edit sprites! DO IT NOW!!! :-D
The Undertaker
July 6th, 2005, 06:20 PM
Its called mspaint.exe.
BSElu
July 8th, 2005, 10:21 AM
This is the kind of thing to be done with scripting, I think... I can´t come with a way to do it now but, obviously, since Legacy tells you who killed you, there´s something there that stores who kills and who´s killed. The rest is pure math.
There should also be some sort of "highlighting" of the mutant player, some sort of glowing surrounding or whatever. Is this also possible with scripting?
Cheers, BSElu
iori
July 8th, 2005, 12:28 PM
you can make particle objects that eminate from the player, or something. Even using coronae in opengl mode.
iori
July 8th, 2005, 12:31 PM
edit: Double postage.
Danimetal
July 8th, 2005, 05:24 PM
Or just an arrow pointing down to them with a sprite. Still I´m clueless on the fragged and fragger identification code.
Jaquboss
July 10th, 2005, 03:20 AM
probably a bad place , but what's up with 1.28 water?
Is it somewhat using textures from legacy.dat?
I have only one simple request , just reduce signal segment voilation falling ..
There will be new render, right? So i dont have to care about strange dl lightmap and bad blending mode..
What is really i would like to see at feature : Sprites lit by dlights ...
iori
July 10th, 2005, 02:22 PM
There will hopefully be a new renderer, yes. 1.28 water is old and most likely will never be used again (simulated by shaders in the new renderer perhaps?)
Danimetal
July 10th, 2005, 02:24 PM
I think Aliotroph said something about that... Maybe he said he wanted the old effect back. Anyway, if I´m not mistaking, wasn´t this effect in the to-do list?.
Jaquboss
July 10th, 2005, 03:47 PM
lol i am get that legacy to test how it was looking ..
As for new render , i hope it will not be bloated , because fast render is great thing in legacy
Danimetal
July 10th, 2005, 04:54 PM
Sure it looked like Quake.
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