Search found 26 matches
- Mon Apr 18, 2016 6:53 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548197
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
I think I'm running into a problem with saving characters with lots of items, when I try to load the character it says the save is corrupted. I tried saving a character who ran through just one level and loaded it just fine so it seems to be something to do with the sheer size of the character data ...
- Sat Aug 21, 2010 9:55 pm
- Forum: Editing (Archive)
- Topic: TEXTURES editing
- Replies: 15
- Views: 551
Re: TEXTURES editing
I'm not really sure what to say to that. I mean, I've essentially been given all the help I could possibly get at this point in time.
Anyway I don't think there's much more to be said about this.
Anyway I don't think there's much more to be said about this.
- Sat Aug 21, 2010 8:55 pm
- Forum: Editing (Archive)
- Topic: TEXTURES editing
- Replies: 15
- Views: 551
Re: TEXTURES editing
Who said I wasn't going to use it? I just said it sucks. Sheesh.
- Sat Aug 21, 2010 8:51 pm
- Forum: Editing (Archive)
- Topic: TEXTURES editing
- Replies: 15
- Views: 551
Re: TEXTURES editing
Don't be condescending, it's a valid request. Besides, manually copying and pasting values from a different editor is way too ghetto for my tastes, so I'd prefer another solution.
Also I forgot that patches couldn't scaled
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Also I forgot that patches couldn't scaled

- Sat Aug 21, 2010 8:26 pm
- Forum: Editing (Archive)
- Topic: TEXTURES editing
- Replies: 15
- Views: 551
Re: TEXTURES editing
Er, not PATCH scaling. Which is what we're talking about. And patch rotation, too.
- Sat Aug 21, 2010 7:11 pm
- Forum: Editing (Archive)
- Topic: TEXTURES editing
- Replies: 15
- Views: 551
Re: TEXTURES editing
Ugh. I hope this changes quick, I'm not really a fan of just manually doing junk like that. Plus, you can't visually do anything of the scaling or rotating.
- Sat Aug 21, 2010 7:09 pm
- Forum: Editing (Archive)
- Topic: Little excercise of an idea
- Replies: 0
- Views: 122
Little excercise of an idea
I knew this would work fine, but maybe you could consider this a tutorial (and an ask for testing because I can't find anyone to help test it). Basically, the goal is to have a modified map based on how many players are in the game; the map is different depending on whether you have 1, 2, or 3 ...
- Sat Aug 21, 2010 4:23 pm
- Forum: Editing (Archive)
- Topic: TEXTURES editing
- Replies: 15
- Views: 551
TEXTURES editing
Are there any existing tools that can edit the TEXTURES lump as something besides text? I'm looking for a visual editor, essentially. Also, silly clarification: since regular patch-made textures work on floors, any crazy rotated patches and such textures should work on floors as well, right? I don't ...
- Tue Aug 10, 2010 9:33 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Alt Hud] ALTHUDCF info for Hexen
- Replies: 7
- Views: 590
Re: [Alt Hud] ALTHUDCF info for Hexen
Dunno if you should do that; take a look at the proposed frame before you do, I think it's a better idea to keep it to graphics from the one game. Mace could use a Cleric frame as well, though I haven't looked yet. Maybe I will at some point today.
Also edited title for clarification
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Also edited title for clarification

- Mon Jul 19, 2010 10:49 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Alt Hud] ALTHUDCF info for Hexen
- Replies: 7
- Views: 590
Re: [Alt Hud] ALTHUDCF info for Heretic
Yeah I think I just mistyped
. Either way my suggestion stands.

- Sun Jul 18, 2010 10:36 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Alt Hud] ALTHUDCF info for Hexen
- Replies: 7
- Views: 590
[Alt Hud] ALTHUDCF info for Hexen
Right now the default behavior for weapons shown in the alternative hud is to display either the spawn state graphic, if it exists, or the select/ready graphic (not sure which but probably ready, usually it's the same anyway). This is usually fine, but it doesn't work that great for the Fighter's ...
- Mon Sep 22, 2008 12:23 am
- Forum: Levels
- Topic: [CP]Heretic Treasure Chest
- Replies: 76
- Views: 6777
Re: [CP]Heretic Treasure Chest
Hey, E5M9 is yours.
- Thu Sep 18, 2008 8:56 pm
- Forum: Levels
- Topic: [CP]Heretic Treasure Chest
- Replies: 76
- Views: 6777
Re: [CP]Heretic Treasure Chest
Hey dude, chill. I get auto updates to this thread now that I've posted (I probably should have thought of that before, no?) so I can respond immediately.
- Fri Sep 05, 2008 2:49 pm
- Forum: Levels
- Topic: [CP]Heretic Treasure Chest
- Replies: 76
- Views: 6777
Re: [CP]Heretic Treasure Chest
Hey, I just remembered this was here. I'm usually checking the Doomworld thread, so sorry for forgetting about you. I've played the map in Heretic+ a couple of times. What I saw was good, but there's a weird error where it will randomly lock up and die without an error message while I'm going around ...
- Wed May 07, 2008 6:14 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] D&Doom
- Replies: 11
- Views: 1703
Re: [WIP] D&Doom
I'm a bit wary of using Hexen stuff, simply because it'd be overused. I know for a crossbow I'll probably end up reusing Heretic's crossbow with some different firing frames unless I can find something different, though, as that's pretty much all I've seen. Sorceror would be uber redundant, as it's ...