Search found 3536 matches

by Bio Hazard
Sat Jul 16, 2011 11:14 am
Forum: Creation, Conversion, and Editing
Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Replies: 3109
Views: 396681

Re: SLADE v3.0.2 beta 3 Released

Hmm, perhaps it's using wx 2.8 instead of 2.9 (if you have both installed). I'm not sure how to tell cmake to specify the version (normally you add --version=2.9 to the wx-config line), and there don't seem to be any docs for the wx finder module anywhere. Yep, that was it. I changed the default wx ...
by Bio Hazard
Fri Jul 15, 2011 6:27 pm
Forum: Creation, Conversion, and Editing
Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Replies: 3109
Views: 396681

Re: SLADE v3.0.2 beta 3 Released

Tried compiling again now that I heard there's a CMake system in place (woot!). >>> Emerging (1 of 1) games-util/slade-9999 from doom-overlay >>> Unpacking source... * subversion update start --> * repository: http://mancubus.net/svn/hosted/slade/trunk At revision 990. * working copy: /usr/portage ...
by Bio Hazard
Thu Jul 07, 2011 5:24 pm
Forum: General
Topic: Question about Offering zdoom-engine game on the Mac-Store
Replies: 26
Views: 1715

Re: Question about Offering zdoom-engine game on the Mac-Sto

The "app store" concept is really no different than, say, Ubuntu's "add/remove" software library. Except there are limitations on what you are allowed to publish through the Mac Store. [conspiracy]For example, you're not allowed to publish an application that serves a similar purpose to an ...
by Bio Hazard
Mon Jun 27, 2011 11:28 pm
Forum: Resources
Topic: ZDoom Icons 32/64/128
Replies: 18
Views: 2217

Re: ZDoom Icons 32/64/128

Hmm, I wonder if I can make a procedural texture definition that would work for a SVG icon...
by Bio Hazard
Sun Jun 26, 2011 12:54 pm
Forum: Launchers
Topic: DoomRunner GUI Front-End for (G)ZDoom
Replies: 9
Views: 8680

Re: DoomRunner GUI Front-End for (G)ZDoom

Heh, looks like I need to get back to working on ZDL 4 again.
by Bio Hazard
Tue Jun 21, 2011 1:03 pm
Forum: Resources
Topic: Hi-res (2x) ZDoom/IDE Icon (good for Vista/7)
Replies: 14
Views: 1931

Re: Hi-res (2x) ZDoom/IDE Icon (good for Vista/7)

To add to the high-res pile, I put together a ZDL3 version of the ZDL4 SVG icon for you guys. Hand-coded as always. It's designed for 64x64px and up. :)
by Bio Hazard
Mon Jun 20, 2011 8:25 pm
Forum: General
Topic: ZDoom .ini gone?
Replies: 52
Views: 3893

Re: ZDoom .ini gone?

Salad Viking wrote:You'd think 7-Zip is the kind of program that should automatically be given this privilege.
Why? Then any malware could just claim "Hey, I'm an archive utility! Can I have automatic permission to mess with the important parts of the system?" and the whole point of UAC would be defeated.
by Bio Hazard
Mon Jun 20, 2011 4:06 pm
Forum: Abandoned/Dead Projects
Topic: [WIP] 20 Years of Doom
Replies: 47
Views: 5540

Re: [WIP] 20 Years of Doom

It would be cool to define duplicate actors for the monsters, weapons, decorations and whatever else so as you progress through the game, items gradually get dynamic lights, things get brightmaps, your weapons get alt-fire/smooth animation/more graphical effects/reloading (probably not a good idea ...
by Bio Hazard
Mon Jun 20, 2011 3:43 pm
Forum: Closed Bugs [GZDoom]
Topic: r3242 Randomly dark sectors
Replies: 7
Views: 697

Re: r3242 Randomly dark sectors

I can confirm this too on ZDoom/Linux r3239 (and a fresh compile of GZDoom). I noticed that third first-level run-through I did, the way to the first key room was fine, but on the way back from the key room, lots of sectors in the large room at the beginning had become dark. With the GZDoom tests ...
by Bio Hazard
Mon Jun 20, 2011 1:46 pm
Forum: Closed Bugs [GZDoom]
Topic: [r3008] 1600x900 video mode doesn't use the whole window
Replies: 35
Views: 3549

Re: [r3008] 1600x900 video mode doesn't use the whole window

Now I'm all curious what exactly the specific conditions and effects were...
by Bio Hazard
Mon Jun 20, 2011 11:13 am
Forum: Creation, Conversion, and Editing
Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Replies: 3109
Views: 396681

Re: SLADE v3.0.2 beta 2 Released

So I decided to update my Doom overlay, and ran into some crazy problems compiling SLADE for Linux (r971). The makefile hasn't been updated since the switch away from Audiere, so I had to pretty brutally mangle the makefile to get it to work with the current sources. I added "-lsfml_audio" and ...
by Bio Hazard
Fri Jun 17, 2011 4:16 pm
Forum: General
Topic: ZDoom .ini gone?
Replies: 52
Views: 3893

Re: ZDoom .ini gone?

What a confusing system you poor Windows users have to put up with. In always superior *nix , all a user's files and settings are in their home directory (~/) in a simple and intuitive fashion. ~/.appname/config.conf See? Easy-peasy. You always know where to find an application's settings. Wait ...
by Bio Hazard
Fri Jun 10, 2011 7:09 pm
Forum: Networking
Topic: skull tag bots
Replies: 23
Views: 9429

Re: skull tag bots

Dang that epic HotWax doctor's note that used to be in this thread seems to have disappeared into time. :(
by Bio Hazard
Fri Jun 10, 2011 9:58 am
Forum: Levels
Topic: [WIP] The Shores of Zdoom
Replies: 645
Views: 92576

Re: [WIP] The Shores of Zdoom

I would be happy to write you guys a new bug tracker like the one I wrote for KDiZD but better. :)

Though I don't seem to have a DRD site anymore, so I'm not sure where I'd put it.
by Bio Hazard
Wed Jun 08, 2011 10:44 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Change SVN EOL style handling to 'native'
Replies: 9
Views: 917

Re: Change SVN EOL style handling to 'native'

Huh, I would like to find a line-ending solution for you, but I can't seem to get gedit/svn to "accidentally" mangle some line endings for me at the moment. o.O The only thing I could suggest if your editors are changing the line endings is to filter your files through unix2dos before feeding them ...

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