Search found 53 matches

by nwbeeman
Thu Mar 29, 2007 1:05 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Colored HUD like in Boom?
Replies: 34
Views: 4671

Ah, BOOM, I remember the good days when I first found the port and loaded the example WAD with caynon.mid playing in the background and amazed at what the doom engine could do. I loved the hud colors. And I miss the GZDoom alt hud as well
by nwbeeman
Thu Mar 29, 2007 12:39 am
Forum: Closed Bugs [GZDoom]
Topic: endoom lump, flashing text not working
Replies: 11
Views: 828

randy wrote:Okay, fine, you get your blinky text.
Well, I can't actualy cause a cataclismic failure in the WoW servers. I was only bluffing :P
by nwbeeman
Thu Mar 22, 2007 8:38 pm
Forum: Closed Bugs [GZDoom]
Topic: endoom lump, flashing text not working
Replies: 11
Views: 828

There was a time when I suggested an ENDOOM support, but it was shot down. Guess I was right after all. :P I support fixing this for the fact that not one fix or change has been in the log from March 11th And the fact that if you're going to emulate something, make it as real to the original is ...
by nwbeeman
Thu Mar 15, 2007 2:16 am
Forum: Closed Bugs [GZDoom]
Topic: [2.1.7] Bug : -skill param not working in coop
Replies: 10
Views: 654

Re: Doesn't work in single player either.

patricktamu wrote:Just checked. Also doesn't work in single player. Also doesn't work if only a single wad is available (testing when wad picker doesn't appear.)
What command line are you using for single player?
by nwbeeman
Mon Mar 12, 2007 4:04 pm
Forum: Closed Bugs [GZDoom]
Topic: [r502m] can't switch weapons
Replies: 10
Views: 1837

I can confirm this as well, cant switch to fist and chainsaw or pistol
by nwbeeman
Tue Mar 06, 2007 5:44 pm
Forum: Closed Bugs [GZDoom]
Topic: Age-old conosle key bug with MCE remote
Replies: 7
Views: 525

In that case, there's nothing I can do about it. If you are bothered by it enough, you can donate money for me to buy a remote of my own. However, even if I did have a remote, it's not clear whether it will work with regular XP or not, and it still might be something that I can't work around. I ...
by nwbeeman
Tue Mar 06, 2007 4:49 pm
Forum: Closed Bugs [GZDoom]
Topic: Age-old conosle key bug with MCE remote
Replies: 7
Views: 525

@Randy: No, its not a new problem, I beleive its a problem for all DirectInput applications, and it also happens in oblivion by bethesda softworks. The remote emulates several keyboards, and I beleive the problem is that is interfears with the key press. I'm not sure it is fixable. Its just I got ...
by nwbeeman
Mon Mar 05, 2007 11:38 am
Forum: Closed Bugs [GZDoom]
Topic: Incomplete Feature: Strife Shadowarmor
Replies: 8
Views: 739

Graf said in this thread http://forum.zdoom.org/potato.php?t=110 ... rmor+stife

That it only set the colormap, and it was most likley a bug.
by nwbeeman
Mon Mar 05, 2007 12:02 am
Forum: Closed Bugs [GZDoom]
Topic: Age-old conosle key bug with MCE remote
Replies: 7
Views: 525

I've done that. However if the console is down, pressing the ` key works. It just dosn't work if the console isn't already down
by nwbeeman
Sun Mar 04, 2007 6:47 pm
Forum: Closed Bugs [GZDoom]
Topic: Age-old conosle key bug with MCE remote
Replies: 7
Views: 525

SVN Latest conosle key bug

If you attach a Windows Media Center remote USB recevier, you cannot press the ` key to bring down the console, so i had to edit the INI to F1 to toggleconsole. If the console is down, you can press ` to close the console but not ` to open it. Its not like MS to fix this stupid crap, and the key ...
by nwbeeman
Wed Feb 28, 2007 7:43 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.1.7] Rotating automap with follow-mode off acts strange
Replies: 6
Views: 801

Yea I noticed the same problem when I was playing DEADLUS.WAD at least a year ago, I believe Randy said he couldn't or wouldn't fix it for technical reasons
by nwbeeman
Tue Feb 27, 2007 3:45 pm
Forum: Closed Bugs [GZDoom]
Topic: [SVN Latest] Cast call / console cmds
Replies: 6
Views: 500

All of the mentioned commands are cheats. If you use cheats, you're responsible for the consequences, even if that means unintended behavior occurs. IMHO, since there's no crash involved this is just a clear case of "Don't do that!" Guess I was just trying to figure out a way to crash the program ...
by nwbeeman
Tue Feb 27, 2007 1:46 pm
Forum: Closed Bugs [GZDoom]
Topic: [SVN Latest] Cast call / console cmds
Replies: 6
Views: 500

[SVN Latest] Cast call / console cmds

Yes I know i cant spell worth a crap. A recent change allowed the console to be toggled in the cast call of doom2's ending. Type kill monsters and you will get the message 1 monster killed type kill and you will get the message [player name] killed himself MDK, resurrect and other commands dont ...
by nwbeeman
Sun Feb 25, 2007 6:54 pm
Forum: Closed Bugs [GZDoom]
Topic: SVN [r492] Console, newgame bug (kindof)
Replies: 4
Views: 480

Lemonzest wrote:thats because the game has not started its first tic yet and view height is not set.
I would think thats the case, except if you type map map01 or map e1m1 in the console instead of starting a new game, you are at the correct height, and the console is still down
by nwbeeman
Sun Feb 25, 2007 2:21 pm
Forum: Closed Bugs [GZDoom]
Topic: SVN [r492] Console, newgame bug (kindof)
Replies: 4
Views: 480

SVN [r492] Console, newgame bug (kindof)

Start ZDOOM with any wad, and when the title screen appears, press the ~ key for the console. Then hit escape and say new game, and select episode and skill and you get this:

When you press the ~ key again, your view height is restored to normal.

Go to advanced search