Chaosforge Forum

DoomRL => Requests For Features => Topic started by: Blade on January 20, 2008, 06:42

Title: Running delay and ajustable length of message buffer
Post by: Blade on January 20, 2008, 06:42
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?
Title: Re: Running delay and ajustable length of message buffer
Post by: DaEezT on January 20, 2008, 09:25
About 2: Isn't that just what the 'MessageBuffer' variable does!?
Title: Re: Running delay and ajustable length of message buffer
Post by: Blade on January 20, 2008, 09:51
D'oh!

Overlooked it. Ok, then only 1-st.
Title: Re: Running delay and ajustable length of message buffer
Post by: 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.

And yet I never learn to stop playing when I answer the phone...
Title: Re: Running delay and ajustable length of message buffer
Post by: Blade on January 21, 2008, 14:38
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.

I had the same problem(but without a phone part) until i changed "run" key (http://forum.chaosforge.org/index.php?topic=1347.0) and began to use it instead of multi-tapping.))