Search found 79 matches
- Tue Apr 20, 2021 12:38 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: QC:DE v2.7 is out! (With 100% more Dusk Dude)
- Replies: 355
- Views: 130359
Re: QC:DE v2.7 is out! (With 100% more Dusk Dude)
I recently released a remake of a Quake1 DM level for Doom2 called The Dark Zone: shot2.png https://drive.google.com/file/d/1Rh1anCrcglr18iKub2ag9-Q-Cs1C1V54/view?usp=sharing If you remember it in the original Quake game? I uploaded it to DW about a month ago but I figured I'd send it your way, if ...
- Tue Oct 23, 2018 3:51 pm
- Forum: Graphic/Audio Patches
- Topic: Original Doom Hi-Res weapon animation redraw project - done
- Replies: 84
- Views: 25562
Re: Original Doom Hi-Res weapon animation redraw project (WI
Yeah I don't think it looks like a different person heh, though mine aren't just scaled up with filters applied or something, they are redrawn based on the original.
Anyway, I thought I'd offer.
Good luck!
Anyway, I thought I'd offer.
Good luck!
- Tue Oct 23, 2018 1:08 am
- Forum: Technical Issues
- Topic: Make Slade appear in my Open With menu?
- Replies: 3
- Views: 570
Re: Make Slade appear in my Open With menu?
From what I can tell this would work on applications that have an installation setup where it creates the reg entry, if scripted that way in its installation. I agree, it seems it's a windows restriction, where if it's not a typical windows "app" and there's no valid privileges for it other than it ...
- Mon Oct 22, 2018 1:52 pm
- Forum: Graphic/Audio Patches
- Topic: Original Doom Hi-Res weapon animation redraw project - done
- Replies: 84
- Views: 25562
Re: Original Doom Hi-Res weapon animation redraw project (WI
Hi, I created a hi-res HUD face some years ago. Feel free to include it in your hi-res pack.
https://drive.google.com/file/d/1VFT_A1 ... pjZGz/view
If it requires some modifications/tweaks, that's fine also.
Cheers
https://drive.google.com/file/d/1VFT_A1 ... pjZGz/view
If it requires some modifications/tweaks, that's fine also.
Cheers
- Sat Oct 18, 2014 7:53 pm
- Forum: Networking
- Topic: Client/Server netcode + dedicated server (split)
- Replies: 12
- Views: 14395
Re: Client/Server netcode + dedicated server (split)
I'm guessing the support would for the most part be strictly LAN based as like original Doom.
Maybe one day someone will come along and make an IPX emulation for such. ~ eg like Microsoft had back in the win95/98 days for Doom internet games and the like.
Maybe one day someone will come along and make an IPX emulation for such. ~ eg like Microsoft had back in the win95/98 days for Doom internet games and the like.
- Tue Oct 14, 2014 3:22 pm
- Forum: Networking
- Topic: Client/Server netcode + dedicated server (split)
- Replies: 12
- Views: 14395
Re: Client/Server netcode + dedicated server (split)
Ah okay, I see.. so unfortunately when the time comes to add support for prboom, it would mainly be for LAN use? ~ Which would fall in the same category as original Doom. I know you wouldn't go to the trouble of adding any sort of dial-up modem support heh. Believe it or not, I actually have a few ...
- Mon Oct 13, 2014 2:25 pm
- Forum: Networking
- Topic: Client/Server netcode + dedicated server (split)
- Replies: 12
- Views: 14395
Re: Client/Server netcode + dedicated server
Hey, GZDoom uses the exact same networking base as ZDoom, so anything ZDO supports with ZDoom will also include GZDoom by design. Chocolate Doom should be no problem and fits most of the design backend already, sans the networking lobby, so it's doable and I'll likely support it down the road, but ...
- Mon Oct 13, 2014 12:28 am
- Forum: Networking
- Topic: Client/Server netcode + dedicated server (split)
- Replies: 12
- Views: 14395
Re: Client/Server netcode + dedicated server
Hey, That's totally good to hear man! ~ this statement is actually dipped in a bit of awesome sauce btw. :) I'd be pretty excited to partake in a beta test when the time comes! Heck I'd even contribute a donation if it would help speed the process. I wouldn't go as far as saying Zdooms netcode is ...
- Sat Oct 11, 2014 8:32 pm
- Forum: Networking
- Topic: Client/Server netcode + dedicated server (split)
- Replies: 12
- Views: 14395
Client/Server netcode + dedicated server (split)
Hi, Really old thread I know.. But I was curious as to if a program could be created maybe similar to chocolate doom's multiplayer launcher where any servers hosted could be visible perhaps to a virtual master server? And sense Zdoom's netcode isn't client/server based, maybe there could be a work ...
- Mon Jun 30, 2014 9:49 pm
- Forum: Editing (Archive)
- Topic: What Makes A Good Map A Good Map?
- Replies: 35
- Views: 3083
Re: What Makes A Good Map A Good Map?
Hi, While I skimmed through the most of everything in this topic, I didn't see much about deathmatch. To me, having both coop and deathmatch in your map will make a big difference, where as many players play the coop or single player version, some will see that it supports deathmatch, this in its ...
- Mon Aug 05, 2013 10:57 pm
- Forum: Editing (Archive)
- Topic: PNG Alpha Transparency on Floors
- Replies: 6
- Views: 602
Re: PNG Alpha Transparency on Floors
I suppose if all else fails, you might be able to setup a number of transparent 3dfloor sectors from solid to translucent for a gradient effect?
- Mon Aug 05, 2013 10:24 pm
- Forum: Editing (Archive)
- Topic: Controlling Sector Brightness Above 3D Floor
- Replies: 15
- Views: 982
Re: Controlling Sector Brightness Above 3D Floor
Ah okay, I see what you're saying and yeah that may be a bug, as it should change the thing/item lighting while in sector area. A work around may however be in map editing only and then just use a script to change the lighting pointing to sector # until a fix comes along. That is, if it's indeed a ...
- Mon Aug 05, 2013 8:41 pm
- Forum: Editing (Archive)
- Topic: PNG Alpha Transparency on Floors
- Replies: 6
- Views: 602
Re: PNG Alpha Transparency on Floors
My guess is that they don't need to for compatibility. Both compatibility being a flat/floor texture. which may show up strange in software even if the texture may contain alpha channel. ~ mainly because it's a flat? And that normal translucent 3d floors allow for 0-255-6? transparency properties ...
- Mon Aug 05, 2013 8:35 pm
- Forum: Editing (Archive)
- Topic: Controlling Sector Brightness Above 3D Floor
- Replies: 15
- Views: 982
Re: Controlling Sector Brightness Above 3D Floor
Hi,
I know you said ACS, but wondering if it is 100%:
A script only method?
Or editing only method? ~ and using nothing but line type/control/target/sector based lighting?
Or both and using ACS for lighting and or editing Sector lighting?
This all might help shed some light on things.
Thanks
I know you said ACS, but wondering if it is 100%:
A script only method?
Or editing only method? ~ and using nothing but line type/control/target/sector based lighting?
Or both and using ACS for lighting and or editing Sector lighting?
This all might help shed some light on things.
Thanks
- Thu Aug 01, 2013 10:00 pm
- Forum: General
- Topic: WAD's robbed of cacoward's?
- Replies: 19
- Views: 1937
Re: WAD's robbed of cacoward's?
I say Mega5 and Brutal make a pretty nice multiplayer setup. 
