Search found 91 matches

by jmickle
Mon Jan 30, 2017 12:22 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom discussion (Version 2.3.1 released 2016/jan/7)
Replies: 255
Views: 96329

Re: GZDoom discussion (Version 2.3.1 released 2016/jan/7)

Hey, just noticed something on the latest devbuild, not checked on previous version yet; when i use the IDKFA cheat, my armor is completely ignored. If i pick up armor in the map it appears to work correctly, but then even after picking some up, using IDKFA will say i have 200 armor but act as if I ...
by jmickle
Sat Jan 14, 2017 8:05 am
Forum: Miscellaneous
Topic: WAD.js - Online WAD tool
Replies: 6
Views: 12009

Re: WAD.js - Online WAD tool

Oh excellent, I remember seeing mention of this, I would love to get a look at the source if possible. I was looking into triangulating sectors myself based off the method used in GZDB, and rendering maps with three.js. It's theoretically possible but may in practice turn out to be Too Ridiculous.
by jmickle
Wed Jan 11, 2017 8:03 pm
Forum: Miscellaneous
Topic: WAD.js - Online WAD tool
Replies: 6
Views: 12009

Re: WAD.js - Online WAD tool

Kappes Buur wrote:It doesn't display maps in pwad formats Doom in Hexen or UDMF, only vanilla DOOM. :(
It's on the list! Along with pk3 support too, hopefully
by jmickle
Wed Jan 11, 2017 2:17 pm
Forum: Miscellaneous
Topic: WAD.js - Online WAD tool
Replies: 6
Views: 12009

WAD.js - Online WAD tool

http://i.imgur.com/IFo3zsnl.png WAD.js, an online WAD tool I've been working on. Currently able to load up and preview many lump types, directly in your browser! It's still early on, so there's no editing functionality yet, but that's coming up soon hopefully. Currently the tool can load up WAD ...
by jmickle
Wed Jan 04, 2017 8:56 am
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 590474

Re: GZDoom Builder 2.3

sounds like a configurable list would be very handy to have, defined in user .cfg that could be shared. Something like define each custom action with a name and the default UDMF settings for it
by jmickle
Mon Jul 25, 2016 10:32 am
Forum: Creation, Conversion, and Editing
Topic: [BETA] Danimator - Beta2 is L I V E (p. 4)
Replies: 74
Views: 30387

Re: [BETA] Danimator - Beta2 is L I V E (p. 4)

Is the source code available online anywhere?
by jmickle
Wed Dec 30, 2015 8:14 am
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 590474

Re: GZDoom Builder 2.3

Excellent, thank you.
by jmickle
Fri Dec 25, 2015 6:33 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 590474

Re: GZDoom Builder 2.3

is it possible to replace the missing texture graphic? I can't find it in the gzdb folder to replace, i wanted to edit it to show 32x and 16x grid sizes
by jmickle
Thu Dec 17, 2015 9:48 am
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 590474

Re: GZDoom Builder 2.3

Feature request:

Option to automatically track all resources for changes, and reload resources when changes are detected.

This would make previewing textures much quicker, being able to have the changes update with a 3d view open in the background while editing/saving textures in photoshop etc.
by jmickle
Thu Nov 05, 2015 7:42 am
Forum: Game Engines
Topic: DRD Team Dev builds (restored)
Replies: 124
Views: 69968

Re: DRD Team SVN builds

eternity is still being developed, see here a git commit from an hour ago: https://github.com/team-eternity/eterni ... 43816f45e2
by jmickle
Wed Sep 09, 2015 12:21 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 590474

Re: GZDoom Builder 2.3

fair enough! splitting the wads is more cumbersome but definitely a viable alternative.
by jmickle
Wed Sep 09, 2015 10:26 am
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 590474

Re: GZDoom Builder 2.3

Is it possible for GZDB to support reading textureset config files from wad/pk3s? This would mean texture compilers/creators can make texture configs for their texture sets and distribute them in the wad instead of having to make it separate. It would also aide users since they wouldn't have to copy ...
by jmickle
Tue Sep 08, 2015 7:17 am
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 590474

Re: GZDoom Builder 2.3

In the recent revisions the rendering of those is already skipped when indicator length * 2 is greater than visible linedef length. So, I guess I'll need an example of said complex stuff... ah yeah I noticed that feature after posting, which is definitely an improvement. Still it'd be nice to be ...
by jmickle
Mon Sep 07, 2015 7:46 am
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 590474

Re: GZDoom Builder 2.3

Is there any way to turn off the linedef facing indicators (the midpoint lil lines) in the 2d view? If not, could this be added? when working on complex stuff it can get really messy and they aren't always necessary

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