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AO Mod Team Member
Joined: 29 Oct 2004 Posts: 745 Location: Norway
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Posted: Sat Jul 09, 2005 1:29 pm Post subject: |
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| Cyclis wrote: |
| What bugged me the most though was the disentegration of the monsters on death. I understand this is probably a tweak for performance purposes, but really we didn't need it |
I understand you don't need it if you want 5 FPS on occasions, do you? |
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Guest
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Posted: Sun Jul 10, 2005 7:41 pm Post subject: |
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| Half-Life 2 Deathmatch has ragdoll of a complexity many times greater than Doom 3. Ragdoll in multiplayer is nothing new. Even if it can't be made purely clientside, I don't see why it couldn't be optional for LAN games. |
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mixa leet Beta Tester

Joined: 28 Mar 2005 Posts: 596 Location: Finland
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Posted: Sun Jul 10, 2005 9:04 pm Post subject: |
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| Quote: |
| Half-Life 2 Deathmatch has ragdoll of a complexity many times greater than Doom 3. Ragdoll in multiplayer is nothing new. Even if it can't be made purely clientside, I don't see why it couldn't be optional for LAN games. |
did you listen at all?  _________________ don't cry there is plenty for everyone.
and thanks to skutarth about abivideo's covers
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MercyKiller Mod Team Member

Joined: 16 Oct 2004 Posts: 1685 Location: Texas
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Posted: Sun Jul 10, 2005 9:27 pm Post subject: |
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| Anonymous wrote: |
| Half-Life 2 Deathmatch has ragdoll of a complexity many times greater than Doom 3. Ragdoll in multiplayer is nothing new. Even if it can't be made purely clientside, I don't see why it couldn't be optional for LAN games. |
...and doom3 has higher average network traffic, due to the engine's complexity (netcode is not stellar, either). Some stuff has to be dropped, and ragdolls are simply not important enough to put up with the side-effects. _________________ -MercyKiller |
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mixa leet Beta Tester

Joined: 28 Mar 2005 Posts: 596 Location: Finland
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Posted: Mon Jul 11, 2005 9:25 am Post subject: |
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| Quote: |
| What bugged me the most though was the disentegration of the monsters on death. I understand this is probably a tweak for performance purposes, but really we didn't need it. Is there any way to disable this feature? |
only thing that pisses me off with this disentegration is that you can't shoot enemies that are behind of that dying enemy . if the bullets would go through _________________ don't cry there is plenty for everyone.
and thanks to skutarth about abivideo's covers
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AO Mod Team Member
Joined: 29 Oct 2004 Posts: 745 Location: Norway
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Posted: Mon Jul 11, 2005 12:15 pm Post subject: |
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| I agree, if someone could tell what to change in the code i would be happy. I've tried quite a few things... |
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MercyKiller Mod Team Member

Joined: 16 Oct 2004 Posts: 1685 Location: Texas
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Posted: Mon Jul 11, 2005 2:34 pm Post subject: |
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Why not just swap out the collision model on death for what is basically a blank collision model file, so the monster basically has noclip while it's dissolving? _________________ -MercyKiller |
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Guest Guest
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Posted: Tue Jul 12, 2005 7:40 pm Post subject: cant hear other ppls weapons |
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| hmm i still cant hear other ppls wepaons how do i fix that??? |
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Hobbes Mod Team Member
Joined: 13 Feb 2005 Posts: 1055 Location: NY
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Posted: Tue Jul 12, 2005 11:19 pm Post subject: Re: cant hear other ppls weapons |
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| Guest wrote: |
| hmm i still cant hear other ppls wepaons how do i fix that??? |
This is working in the next release.
Hobbes |
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Gunta Guest
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Posted: Fri Jul 15, 2005 4:32 am Post subject: |
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| I just installed lms for the first time to play sp co-op and all the human characters (haven't come across monsters yet) have half their bodies lighter than the other half. Is this a bug or a feature of lms? |
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Nicemice Regular Visitor

Joined: 12 Jan 2005 Posts: 136 Location: Germany
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Posted: Fri Jul 15, 2005 6:35 am Post subject: |
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| Your video config is not setup correctly. Press the button "Scan Hardware and select optimal video qualitiy" in the systems menu of LMS. After restarting the error should be gone. If it is still there, try deleting the doomconfig.cfg in the \lms directory and start again. |
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AO Mod Team Member
Joined: 29 Oct 2004 Posts: 745 Location: Norway
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Posted: Fri Jul 15, 2005 12:42 pm Post subject: |
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It should be the \lms_beta035 directory, not \lms directory.
Hmm, we have no Scan hardware button in the main menu. I'll add it for next release, use in-game menu to scan for hardware. |
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Zusmasta Guest
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Posted: Wed Jul 20, 2005 12:32 am Post subject: Netfiring...? |
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Hey all im having a problem getting LMS to work at all. It gives me the following error:
ERROR: Error: file script/weapon_bfg.script, line 84: Unknown value "WEAPON_NETFIRING"
Just wondering what the problem might be. I would appreciate the response. Looking forward to playing it.
-K |
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Hobbes Mod Team Member
Joined: 13 Feb 2005 Posts: 1055 Location: NY
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Posted: Wed Jul 20, 2005 1:58 am Post subject: |
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Is your copy of Doom 3 patched to 1.3? I believe that the WEAPON_NETFIRING stuff was added with 1.3. Open your console in the game and look at the lower right corner. It should say "Doom 1.3.1302". Also, did you install LMS in your doom3 folder and not the base folder?
Hobbes |
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Guest
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Posted: Wed Jul 20, 2005 11:41 pm Post subject: |
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| I am updated to 1.3, it does show version 1.3.1302 in the console, and LMS is installed in the regular Doom3 folder and not under the "base" subfolder..." what then could be the problem? |
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