DRL > Requests For Features

Running delay and ajustable length of message buffer

(1/1)

Blade:
Is it possible to:

1 - Make running not so fast, with some delay between every move and with possibility to interrupt running by pressing space(or any other key)? Like in Frozen Depth.

2 - Create string in DooMRL.ini to ajust maximum length of stored messages?

DaEezT:
About 2: Isn't that just what the 'MessageBuffer' variable does!?

Blade:
D'oh!

Overlooked it. Ok, then only 1-st.

Behrooz Wolf:
I'd be happy if I could set it so taking damage interrupted repeated same keystrokes, or at least cleared the keybuffer.

The phone seems to always ring as I'm moving back through a previously-cleared room to go grab that health globe before I finish up the uncleared rooms on the level, and a former captain comes out a door-- and three steps and half a second later ends my game.

And yet I never learn to stop playing when I answer the phone...

Blade:

--- Quote from: Behrooz Wolf on January 21, 2008, 14:28 ---I'd be happy if I could set it so taking damage interrupted repeated same keystrokes, or at least cleared the keybuffer.

The phone seems to always ring as I'm moving back through a previously-cleared room to go grab that health globe before I finish up the uncleared rooms on the level, and a former captain comes out a door-- and three steps and half a second later ends my game.

--- End quote ---

I had the same problem(but without a phone part) until i changed "run" key and began to use it instead of multi-tapping.))

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