
lock please
- Kinsie
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lock please
Last edited by Kinsie on Tue Mar 31, 2009 7:01 am, edited 4 times in total.
- Cheeseball
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Re: Ooh, what's this, then? A present? For you?
Argh, can't freaken download it because SendSpace is being a fag.
Re: Ooh, what's this, then? A present? For you?
There is some really nice stuff in here. Good fun. I love the corpses that go flying when you whack them hard with a rocket or something.
- XutaWoo
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Re: Ooh, what's this, then? A present? For you?
One emoticon says it all:


Re: Ooh, what's this, then? A present? For you?
Purely out of interest, why did you stick the zip/pk3 inside a rar?
zip size = 9,998,039 bytes
zip plus the rar = 10,000,548 bytes
Not that a few bytes makes much difference to anything really, it just struck me as a bit pointless.
zip size = 9,998,039 bytes
zip plus the rar = 10,000,548 bytes
Not that a few bytes makes much difference to anything really, it just struck me as a bit pointless.
Re: Ooh, what's this, then? A present? For you?
The rar had three other txt files in it as well.
Anyway, this is too awesome. Blasting defenseless hobos into an instant-kill invisible ceiling with high-explosive grenades FTFW!!
Anyway, this is too awesome. Blasting defenseless hobos into an instant-kill invisible ceiling with high-explosive grenades FTFW!!

Re: Ooh, what's this, then? A present? For you?
So it did. My bad.
Zip + additional text added: 10,000,751 bytes
It's still a bit odd and pointless to zip then rar the files, especially as the zip could have been played directly but the rar has to be un-rared before you play.
Anyway, I'm off to pick apart the DECORATE. I need to know how those flying corpses were done.
Zip + additional text added: 10,000,751 bytes
It's still a bit odd and pointless to zip then rar the files, especially as the zip could have been played directly but the rar has to be un-rared before you play.
Anyway, I'm off to pick apart the DECORATE. I need to know how those flying corpses were done.

- bagheadspidey
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Re: Ooh, what's this, then? A present? For you?
Fun stuff. I wouldn't exactly call those hobos defenseless though - one hit on manly and half your life is gone =/
I assume from the readme that there are no exits?
I assume from the readme that there are no exits?
- XutaWoo
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Re: Ooh, what's this, then? A present? For you?
I just updated to 622, and now when I die, it crashes whenever the map restarts or I go to another map. Is there anyway to fix this?
Re: Ooh, what's this, then? A present? For you?
Go back to an older SVN. Better report the crash, too (Night of the Homeless/r622 crash) I'm using r590 and it don't crash)
- Kinsie
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Re: Ooh, what's this, then? A present? For you?
Yeah, I probably could have not RARred the PK3, but ah well. Habits die hard.
I could see exits being added to a map with no hassle though. Just give the player a bunch of points for surviving, move him somewhere safe, and hit script 101.
Not in the current maps, no. It's purely a score attack.I assume from the readme that there are no exits?
I could see exits being added to a map with no hassle though. Just give the player a bunch of points for surviving, move him somewhere safe, and hit script 101.
This might have to do with some branching code that never worked for some reason.I just updated to 622, and now when I die, it crashes whenever the map restarts or I go to another map. Is there anyway to fix this?
Code: Select all
if(Score[0] >= 2000) {
Teleport_NewMap (99, 0, 0); }
Exit_Normal(0);
- TheDarkArchon
- Posts: 7656
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Re: Ooh, what's this, then? A present? For you?
Teleport's need a tic to work with so by the time the Teleport was executed, the Exit was already done.
In other news: FUCKYESYODONTKNOWHOWLONGIVEWAITEDFORTHIS
In other news: FUCKYESYODONTKNOWHOWLONGIVEWAITEDFORTHIS
Re: Ooh, what's this, then? A present? For you?
Kinsie wrote:This might have to do with some branching code that never worked for some reason.Code: Select all
if(Score[0] >= 2000) { Teleport_NewMap (99, 0, 0); } Exit_Normal(0);
;(Graf Zahl, in [url=http://forum.zdoom.org/viewtopic.php?f=3&t=15374&start=0&st=0&sk=t&sd=a]your thread[/url] wrote:... and yet again a lot of useless suggestions although the one that is correct has already been made:
Nash wrote:Would adding an else before Exit_Normal() help?
Exit triggers don't end the map! They just set an event that makes the map end itself the next tic. In this case the Exit_Normal overrides the other one because both are executed.
EDIT: Mirrors, please
- Kinsie
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Re: Ooh, what's this, then? A present? For you?
Well, I'm dumb.
I'll probably update soon with a fix for that around the time I get off my ass and do more on the credits map.
I'll probably update soon with a fix for that around the time I get off my ass and do more on the credits map.
- Project Shadowcat
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Re: Ooh, what's this, then? A present? For you?
I'll have one ready by later tonight or early morning tomorrow.Nash wrote:Mirrors, please