Search found 96 matches

by ferentix
Tue Aug 08, 2006 1:44 pm
Forum: Abandoned/Dead Projects
Topic: Submerged
Replies: 84
Views: 9357

Looks pretty spiffy :) Maybe it's a matter of preference, but I'm not so fond of the infinite horizon line to fill up a background/skybox. It just looks dull and ugly. Perhaps you could use the terrain generator (zterrain) to make some underwater mountains or something? There's plenty of interesting ...
by ferentix
Tue Jul 25, 2006 8:14 am
Forum: ZDoom (and related) News
Topic: ZDoom 2.1.3
Replies: 24
Views: 14726

Hah! I gibber with joy! :P

I really need to check back more often XD I missed the last two updated versions ;)

Randy, Graf, and anyone else who I have (inexcusably) forgotten... THANKYOU! :)
by ferentix
Fri Jul 07, 2006 8:03 am
Forum: Editing (Archive)
Topic: dehacked :(
Replies: 21
Views: 1034

If you're wanting it to be usable by other Doom engines than ZDoom, don't insert the DeHacked patch as a lump into the WAD- I don't know how many other ports support this as ZDoom does, but vanilla Doom definitely doesn't ;)
by ferentix
Fri Jul 07, 2006 7:30 am
Forum: ZDoom (and related) News
Topic: ZDoom 2.1.0
Replies: 103
Views: 31287

Wow, glad I decided to check the site for what must be the first time in months :) I can finally get rid of (at least some of) my different versions of ZDoom when I get home- I have about 3 or 4 (plus GZDoom)- I think it's the last official version, 0.96x for the custom weapons etc, and the version ...
by ferentix
Fri Apr 21, 2006 12:26 am
Forum: Editing (Archive)
Topic: Decorate
Replies: 9
Views: 452

So in other words, if you want to put an individual lighting effect around your candelabras, you need to do it by hand in the maps you use it in, using sectors with different light levels.
by ferentix
Thu Dec 22, 2005 2:00 am
Forum: Editing (Archive)
Topic: My levels: Convert?
Replies: 15
Views: 793

Just finished playing it through (difficulty 2)- it was good fun indeed :). I would agree that it would be a waste to force ZDoom features into maps they were never designed for, and these are good as they are- though they could do with a bit of tidying up ;) The Tower of Babel was definitely better ...
by ferentix
Mon Dec 19, 2005 3:53 am
Forum: Editing (Archive)
Topic: What are the different Endlevel options?(Example:"suckt
Replies: 12
Views: 743

In the Wiki:

http://www.zdoom.org/wiki/index.php?title=MAPINFO

All the info on the MAPINFO lump is there :). Never heard of "sucktime" though...
by ferentix
Sun Dec 18, 2005 2:10 am
Forum: Editing (Archive)
Topic: 3d gun bullets?
Replies: 18
Views: 818

Maybe, but the general concensus so far seems to be on him meaning "normal" bullets from a gun, and I don't think he's contradicted that...

A Mario mod? now there's an idea...
by ferentix
Sun Dec 18, 2005 1:34 am
Forum: Editing (Archive)
Topic: 3d gun bullets?
Replies: 18
Views: 818

I can't see why anyone would want this myself... 1) As Wills said- at realistic speeds, bullets are too fast to notice anyway 2) Since a bullet is so small... it's easier to mimic a real 3D object with Dooms 8 way sprites 3) Every other object in ZDoom uses a sprite and it would look well out of ...
by ferentix
Sun Dec 18, 2005 1:27 am
Forum: Editing (Archive)
Topic: conversation scripts?
Replies: 30
Views: 1284

Anyway, aside from the bashing...

You may want to look at this thread

http://forum.zdoom.org/potato.php?t=8404&highlight=kssc

It's very easy to learn. More so, methinks, than DECORATE or ACS.

EDIT: Which you'd have found by a search for "conversation"...
by ferentix
Thu Dec 15, 2005 1:53 pm
Forum: Editing (Archive)
Topic: zdoom font-making troubleshooting fun!
Replies: 17
Views: 782

You ought to be able to do it perfectly well in GIMP too unless I'm missing something here... just change image palette to 256 colours, and use the palette dialog to mess around with the colours. Then "bucket" etc to recolour it to comply :)
by ferentix
Thu Dec 15, 2005 1:50 pm
Forum: Editing (Archive)
Topic: Some script-type questions...
Replies: 27
Views: 1031

Welcome to the wonderful world of Zdoom scripting and DECORATE-ing :)

Go nuts! :D And have fun!
by ferentix
Mon Dec 12, 2005 1:20 pm
Forum: Editing (Archive)
Topic: Some script-type questions...
Replies: 27
Views: 1031

-A pop up message box that can display whatever I want--Mission objectives, "This door isn't opened here" type messages, etc. That IS possible... but if, as you say, you want to avoid learning to script too much, I don't think you'll manage it. it would probably require quite a bit of doing, more ...
by ferentix
Thu Dec 08, 2005 12:53 pm
Forum: Editing (Archive)
Topic: How Do I do Collisoin Actions
Replies: 15
Views: 718

Custom damage+pain states will make this possible, when combined with what Jallaman said, because you can give your weapon a damage type (call it DRAIN or whatever), then make all monsters pain states for that damage type be to give the player some health. But you do need to wait for the next ...
by ferentix
Tue Nov 15, 2005 2:06 pm
Forum: General
Topic: Compile ZDoom -- How?
Replies: 32
Views: 2058

I'm liking Code::Blocks :) very nice- on windows at least. Shame if it doesn't yet work well on Linux systems... Mind, my linux machine is not exactly ideal for big compiling anyway (128 Megs RAM, and a Cyrix M-II 300 MHz processor).

Go to advanced search