As described by Enjay's first post in this threa http://forum.drdteam.org/viewtopic.php? ... t=fsglobal
The FSGLOBAL lump for some reason doesn't always work.
In my case I change the viewing height. It will NEVER get executed right the first time. After a ]KILL, it would then work.
Bug or intentional?
[not a bug] FSGLOBAL doesn't always work
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- Nash
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Code: Select all
[scripts]
script 1
{
runcommand("viewheight 56");
// change the viewheight to something slightly taller
}
startscript(1);
EDIT: Ran from outside of DB. Same result. Script will only work after suicide.
- BetaSword
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I tried that myself, and I noticed that, when the level starts, you are at normal height. But I also noticed in my own little test map, that if I walked onto a piece of floor that was higher than the starting floor, the viewheight would then take effect. Odd.
Kinda off topic, but what's the point of changing the viewheight, anyways, if the shooting height remains at normal level? Unless there's a way to raise that, too, that I'm (unsurprisingly) unaware of.
Edit: Example wad. Load along with the Blood Resource Pack, otherwise you'll be seeing a lot of blue checkers. Either way, though, just walk directly left or right from start, and you'll see what I mean about the view height adjusting.
Kinda off topic, but what's the point of changing the viewheight, anyways, if the shooting height remains at normal level? Unless there's a way to raise that, too, that I'm (unsurprisingly) unaware of.
Edit: Example wad. Load along with the Blood Resource Pack, otherwise you'll be seeing a lot of blue checkers. Either way, though, just walk directly left or right from start, and you'll see what I mean about the view height adjusting.
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- Nash
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Tried Beta's wad. The problem still persists in 0.9.26.
(Nice wad by the way!)
And what's the point? Well sometimes, Doom's proportion just doesn't feel right. For example, the door textures from the Blood Resource Pack are very very tall. Scaling them vertically wouldn't work because they'll look squat.
Caleb was very tall apparently. ;D
(Nice wad by the way!)
And what's the point? Well sometimes, Doom's proportion just doesn't feel right. For example, the door textures from the Blood Resource Pack are very very tall. Scaling them vertically wouldn't work because they'll look squat.
Caleb was very tall apparently. ;D
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Doom human proportions are generally odd. All the "human" characters are actually very squat (too wide for how tall they are). If you imported some regularly proportioned human sprites into Doom, you either had to put up with sprites that were too tall or were only a few pixels wide if you'd resized them to Doomguy height. Scaled sprites, of course, allow you to get round this nowadays.
- Graf Zahl
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The problem is, I can't fix this without breaking compatibility with Legacy. This is a feature that isn't implemented properly in Legacy so any map trying to change the view height has to perform crappy hacks. If I actually changed the view height here these would show as erratic behavior.
Keep in mind that 'runcommand' is only there to emulate behabior needed for Legacy maps. I won't add anything here that might break that
If you want to change the player's view height at the start of a level use the [Level info] block of the FSGLOBAL lump and add consolecmd = viewheight 56 there.
Keep in mind that 'runcommand' is only there to emulate behabior needed for Legacy maps. I won't add anything here that might break that
If you want to change the player's view height at the start of a level use the [Level info] block of the FSGLOBAL lump and add consolecmd = viewheight 56 there.