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by Da Spadger
Thu Jan 12, 2023 7:51 pm
Forum: Off-Topic
Topic: Revocation of Doom GPL, A Possibility?
Replies: 59
Views: 5446

Re: Revocation of Doom GPL, A Possibility?

Solution: Disregard copyright law.

Be a pirate.

Pirates are fucking awesome.
by Da Spadger
Wed Mar 10, 2021 9:18 am
Forum: Feature Suggestions [GZDoom]
Topic: Map option to extend the sky hack to lower textures
Replies: 2
Views: 743

Re: Map option to extend the sky hack to lower textures

... So it does.

Nevermind.

EDIT: Oh, actually there's an issue with that. If your viewpoint height is below the higher floor, it makes a HOM. https://i.imgur.com/50rJ5iy.png
by Da Spadger
Wed Mar 10, 2021 8:30 am
Forum: Feature Suggestions [GZDoom]
Topic: Map option to extend the sky hack to lower textures
Replies: 2
Views: 743

Map option to extend the sky hack to lower textures

The issue in a nutshell: https://i.imgur.com/6IxSbDZ.png The two floors with F_SKY1 don't connect through the lower texture the way the ceilings do with the upper texture, which is how the sky hack has always worked. Some way of enabling it to work on the lower texture as well would be great. I'm ...
by Da Spadger
Tue Nov 10, 2020 8:24 pm
Forum: Off-Topic
Topic: I am making MAP23 for HacX 2.0 but there is one problem
Replies: 9
Views: 1919

Re: I am making MAP23 for HacX 2.0 but there is one problem

Pancho_Pancho1228 wrote:How am I supposed to make a capitol building in UDB
Very carefully.
by Da Spadger
Tue Apr 30, 2019 5:10 pm
Forum: On Hold Suggestions
Topic: Any chance of brightmaps becoming compatible with SW mode?
Replies: 7
Views: 11737

Any chance of brightmaps becoming compatible with SW mode?

I had this thought when trying to replicate brightmaps in a software-compatible way using A_Overlay. Is it as unlikely as it's always been or could it happen in the future? I figured it'd be worth asking in case the answer was "Oh that might actually happen", as implementing them properly would be ...
by Da Spadger
Thu Oct 05, 2017 10:40 am
Forum: Closed Bugs [GZDoom]
Topic: [3.2.0] Looking at a midtexture close up reduces FPS
Replies: 1
Views: 719

[3.2.0] Looking at a midtexture close up reduces FPS

In the test level I attached, standing on the red square next to the line with the midtexture and looking at it so it takes up the whole screen demonstrates the problem. There's also a set of 8 midtextured lines after that which shows the problem even more. (I go down to 12 fps while looking at that)
by Da Spadger
Sun Apr 23, 2017 2:06 pm
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165148

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

ZZYZX wrote:No idea, can you send the wad?
Sure thing. I'll send it via PM. :)
by Da Spadger
Fri Apr 21, 2017 4:05 pm
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165148

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

For some reason the DoomImp replacement I've made doesn't show up in the editor with the appropiate sprite . What am I doing wrong? This is the Decorate code: ACTOR Troop : DoomImp replaces DoomImp { PainChance "Serrated", 255 Obituary "%o was burned." HitObituary "%o was slashed." States { Death ...
by Da Spadger
Wed Apr 12, 2017 4:30 pm
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165148

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

For some reason the DoomImp replacement I've made doesn't show up in the editor with the appropiate sprite . What am I doing wrong? The editor inserts the A2A8 rotation to show the DoomImp. Since you did not make a full set of rotations it seems to me that you should not replace the DoomImp, but ...
by Da Spadger
Wed Apr 12, 2017 3:31 pm
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165148

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

For some reason the DoomImp replacement I've made doesn't show up in the editor with the appropiate sprite . What am I doing wrong? This is the Decorate code: ACTOR Troop : DoomImp replaces DoomImp { PainChance "Serrated", 255 Obituary "%o was burned." HitObituary "%o was slashed." States { Death ...
by Da Spadger
Fri Jan 27, 2017 7:08 am
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165148

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

R2847 | f4947a2: Added: more magic to the autoalign/select neighbours logic; These functions should not anymore wrap around to the opposite side of two-sided linedefs, allowing you to select back and front sides separately using shift+click, and reducing infinite broken autoalign loops. I love this ...
by Da Spadger
Wed Jan 25, 2017 6:54 am
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165148

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

It appears that the default sector sound sequences aren't listed in the Edit Sector window, which they used to be. They're still available to use, just not listed in the Sound Sequence menu.
by Da Spadger
Sat Jan 07, 2017 7:02 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 588915

Re: GZDoom Builder 2.3

Xabis wrote:
Da Spadger wrote:What if the AmbientSound actor showed how far away it could be heard from?
This is already in GZDB for AmbientSound and AmbientSoundNoGravity.
Ah, there we go. Didn't see the option for it at first. Thanks.
by Da Spadger
Fri Jan 06, 2017 10:42 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 588915

Re: GZDoom Builder 2.3

Hey Max, got an idea from the thing Xabis posted above. What if the AmbientSound actor showed how far away it could be heard from? There seems to be three values relevant here, as can be seen in the article.

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