Because the suggestions mostly come from same categories, which are new features available for editing I've moved them into one thread. Also, please do one thread if you have many suggestions next time, otherwise the ammount might overhaul other ones.
Quote:
I already asked for this in the very, very, very old notgod.phorums but unfortunately, the discussion got offtopic and then lost, so I try it once again, to get this feature:
A very useful thing would be the addition of an Moving Skybox Viewpoint which moves relative to the player's position. This would make up for more realism and a by far better illusion concerning "faked-3d"
The skybox thing would have just one argument (or two, concerning the amount over 255) and this would define the percentage ratio of the relative movcement to the players speed and direction. 100 would mean, that the skybox viewpoint moves exactly like the player (just like a mirrored clone), 50 would mean half the speed and so on.
The moving skybox thing is noclipped and mappers would have to make sure, that their skybox is large enough for the moving skybox thing. Also, the skybox behaves different to each player start, just depending where the player start 2-8 are placed. Same goes for deathmatch starts.
Just imagine the possibilites!!!!
(original at ZDoom.org)
http://som.mancubus.net/
Quote:
Original by Graf Zahl @ ZDoom.org
Yes, Eternity portals would be cool...
"Thing_CopyMovement(sourcetid, targetid, reverse-toggle);"
-> Very simple isn't it? The command is actually very easy to explain, the thing with the targetid just copies the movement of the thing with the sourceid relative to it's angle!.
This means, two things pointing to 128 actually do exactly the same movement if "reverse-toggle" is 0! If it is 1, they do the same actions as they are mirrored on a line parallel to their angle.
If one thing points to 128 and another (exactly the opposite) and "reverse-toggle" is zero, the do the same actions as if the are mirrored in one point lying the middle of both of them. If "reverse-toggle" is one, they do exactly the same, just looking in opposite directions.
I hope this explanation is good enough to easily implement this feature as it won't be to hard, will it?
Some more specifications
You could add a third argument, telling the monsters what happens, if the sourceid or the targetid die (f.ex. "if target dies, nothing happens, if source dies, both die and so on)
This should also work for multiple instances of a new target object, so you could mirror 3 times the movement of one object in 3 different angles.
There are also different cases if objects are of a different nature, f.ex. if you mirror the Baron's movement with the behaviour of a Demon (means, speed and stuff must be copied from the source)
Give the command another argument to set a "movementratio" on the targetobject, so f.ex. the TARGET just moves 50% the way the SOURCE moves, if "movementratio" is "0.5"
Just a neat idea I had while playing around with new features for TNT4 and KDiZD: What about an animdef texture blending option? Just imagine the possibilities. We have one texture with 2 frames, and we need 2 additional numbers, one for the delay of each frame and one for the blending time. I think this shouldn't be too hard to add and beyond make ZDoom even more powerful. Here an example:
Code:
blending britex1
pic 1 tics 3 5
pic 2 tics 3 5
pic 3 tics 3 5
This would make a texture animation out of BRITEX1, BRITEX2 and BRITEX3 in which each of the patches stay for 3 tics and then fade/blend to the next patch within 5 tics, you know what I mean?! This should be possible for FLATS and TEXTURES, imagine the possibilites
Another example:
Code:
blending britex1
pic britex1 tics 3 5
pic britex2 tics 3 5
pic britex3 tics 3 5
Let's say, I have a wall with the length of 128 and the height of 128 and a texture that's just 64x64 (or 256x256, or even nonsymetrical like 96x1024) and I want this texture automatically be stretched or squashed so that it fits on the 128x128 wall.
Is something like this possible in Doom? I'd have a lot of places where to use that!