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by Enjay
Wed Apr 24, 2024 4:55 am
Forum: Assets (and other stuff)
Topic: Hexen NOTCH / NETNOTCH
Replies: 13
Views: 28

Hexen NOTCH / NETNOTCH

Assuming that the wiki details are still current: https://zdoom.org/wiki/Startup_lumps
by Enjay
Wed Apr 17, 2024 4:35 am
Forum: Technical Issues
Topic: Floors are invisible and some walls
Replies: 11
Views: 337

Re: Floors are invisible and some walls

There's no PWAD. Just the Ultimate Doom IWAD. Yep, that's pretty clear from your screenshot. Just looks like E1M1 from Doom.wad to me. https://imgur.com/Ro9JbEq Hmmm... thought: it's not one of these gaming laptops that use something like an intel graphics chip for general use and then switch to th...
by Enjay
Sun Apr 14, 2024 1:20 pm
Forum: Technical Issues
Topic: Floors are invisible and some walls
Replies: 11
Views: 337

Re: Floors are invisible and some walls

Well, I can certainly see your image now, but I haven't seen that problem before. With any luck, someone with more insight will come along.
by Enjay
Sun Apr 14, 2024 11:56 am
Forum: Technical Issues
Topic: Floors are invisible and some walls
Replies: 11
Views: 337

Re: Floors are invisible and some walls

Statcomm wrote: Sun Apr 14, 2024 9:58 am I took a screenshot, but I'm not sure how to show it to you.
Most people upload their images to imgur and then link to them from here. Imgur image hosting is free and you don't need an account with them.

https://imgur.com/
by Enjay
Sat Apr 13, 2024 3:13 pm
Forum: Scripting
Topic: Set/clear all line specials for a sector?
Replies: 4
Views: 113

Re: Set/clear all line specials for a sector?

Just to be clear (the wording of you post makes me think that this might be a point of confusion), the line tags and the sector tags are independent of each other. I have attached an example to my other post and, in that example, the sector and the lines both have #1 as their tag (simply because the...
by Enjay
Sat Apr 13, 2024 2:58 pm
Forum: Scripting
Topic: Set/clear all line specials for a sector?
Replies: 4
Views: 113

Re: Set/clear all line specials for a sector?

Unless someone has a more cunning way... I would give all the relevant lines a line id/tag (you can give them all the same one) and then use https://zdoom.org/wiki/SetLineSpecial in an ACS script. Set the first argument to be the same as the tag that you gave the lines and all other parameters to 0....
by Enjay
Thu Apr 11, 2024 12:44 pm
Forum: Scripting
Topic: permenantly set line's texture to a closed switch
Replies: 5
Views: 243

Re: permenantly set line's texture to a closed switch

Normally I would suggest removing the special from the switch line and setting the texture to be the closed version. However, you actually still want the switch to do something. So, my suggestion is make a duplicate texture that looks like the closed version, but don't define it as a switch, then us...
by Enjay
Tue Apr 09, 2024 3:59 am
Forum: Technical Issues
Topic: Sectors vanishing in the distance
Replies: 7
Views: 279

Re: Sectors vanishing in the distance

Just to confirm that your example map shows the effect for me too. Pic taken from way up in the NW corner of the map.




My guess is that GZDoom is simply being asked to do something that it is not intended for.
by Enjay
Sun Apr 07, 2024 1:26 pm
Forum: Technical Issues
Topic: Sectors vanishing in the distance
Replies: 7
Views: 279

Re: Sectors vanishing in the distance

A couple of questions. Obvious one first, have you checked the map for errors? I don't know what checking capabilities Slade has, but I assume it has some. Ultimate DoomBuilder certainly does. Have you done something like built the map at an extreme corner of the available map space? That can someti...
by Enjay
Sun Apr 07, 2024 11:29 am
Forum: Assets (and other stuff)
Topic: Struggling To Add Sounds
Replies: 2
Views: 121

Re: Struggling To Add Sounds

Does it work at the console by typing

Code: Select all

playsound thunder/hit1
:?:

If not, if you post a cut-down version of what you have done, only including the relevant lumps in the example, it might help people diagnose the problem.
by Enjay
Sun Apr 07, 2024 6:06 am
Forum: Gameplay Mods
Topic: BorderDoom: Doom + Borderlands gameplay (update 1.2)
Replies: 153
Views: 63633

Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)

It might be the settings on my browser. It happened with another dropbox link today. I did close the popup, but the download was blocked. I'll have to dig a bit deeper.

[edit],yes, it was noscript blocking the download[/edit]
by Enjay
Sun Apr 07, 2024 5:36 am
Forum: Gameplay Mods
Topic: BorderDoom: Doom + Borderlands gameplay (update 1.2)
Replies: 153
Views: 63633

Re: BorderDoom: Doom + Borderlands gameplay (update 1.2)

I don't know if it's just me, but I don't think you have shared the file in a way that allows people without a dropbox account to get it.
by Enjay
Sun Apr 07, 2024 5:31 am
Forum: Mapping
Topic: Packing into PK3 is not working correctly
Replies: 18
Views: 634

Re: Packing into PK3 is not working correctly

If you look inside game_support.pk3, there is a file called iwadinfo.txt. That has explicit path information for the various supported games and where to find their mapinfo files. I assume that's what tells the game to look in the mapinfo folder, and which file to look at for which game. e.g. // Doo...
by Enjay
Sat Apr 06, 2024 3:35 pm
Forum: Scripting
Topic: Player actor sprite vertical offset not working
Replies: 3
Views: 155

Re: Player actor sprite vertical offset not working

How have you set your options for sprite offsetting/clipping (in the actual game options, not in the sprite itself)? Because of the way GZDoom has to draw sprites, it has some special handling for sprites that have part of them below the floor. So, that *might* be forcing things to happen that you a...
by Enjay
Fri Apr 05, 2024 5:24 am
Forum: General
Topic: PathNodes gone?
Replies: 3
Views: 275

Re: PathNodes gone?

Thanks for the info. :)

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