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by Enjay
Sun Nov 02, 2025 2:20 pm
Forum: Off-Topic
Topic: Anyone else banned from Doomworld?
Replies: 8
Views: 75

Re: Anyone else banned from Doomworld?

Yes, I think trusting the third parties is one of the biggest weaknesses in the thing. I simply do not trust them : a) to delete the data that they say they will after verification b) be secure enough to protect that data c) be moral enough not to use the data for something that I don't approve of I ...
by Enjay
Sun Nov 02, 2025 11:46 am
Forum: Off-Topic
Topic: Anyone else banned from Doomworld?
Replies: 8
Views: 75

Re: Anyone else banned from Doomworld?

The OSA is breaking everything. I thought that too - but despite the fact that everyone is blaming the OSA, this one is mostly not because of that. Media Labs (the current owners of Imgur) were under investigation already (pre OSA) by the UK government watchdog because there were concerns over how ...
by Enjay
Sun Nov 02, 2025 9:01 am
Forum: Off-Topic
Topic: Anyone else banned from Doomworld?
Replies: 8
Views: 75

Re: Anyone else banned from Doomworld?

I was on there earlier today and I had my VPN active so that I could see the images that people had posted using Imgur. Although I didn't get a ban, I did get a "verifying you are human" screen before I was allowed to actually go on the forum. I don't normally see that on Doomworld so, yeah, it was ...
by Enjay
Sun Nov 02, 2025 8:27 am
Forum: Off-Topic
Topic: Anyone else banned from Doomworld?
Replies: 8
Views: 75

Re: Anyone else banned from Doomworld?

I very rarely comment on Doomworld these days. I'm showing as having a registration date of October 2000 but I was definitely on there before 2000 (I remember contributing to the discussion of the release of Boom in 1998). Maybe the 2000 date reflects a change in forum software or something. Anyway ...
by Enjay
Sun Nov 02, 2025 8:19 am
Forum: Levels
Topic: PAIN ILLUSION (demo)
Replies: 6
Views: 202

Re: PAIN ILLUSION (demo)

Cool. Thanks for the update. Please don't let anything I said put you off. You've obviously got plans for the mod. So, it will be interesting to see how it develops. Most importantly, I hope you enjoy making it.
by Enjay
Sun Nov 02, 2025 5:15 am
Forum: Gameplay Mods
Topic: Lithium 1.7.0 (Oct. 28, 2025)
Replies: 726
Views: 260874

Re: Lithium 1.7.0 (Oct. 28, 2025)

I don't know if you will be concerned about this or not, but 1.7 doesn't run with the latest GZDoom Git build. It works with 4.14.2 official and an in-progress build of UZDoom. With GZDoomGit, the game halts while loading and reports the following: Script error, "Lithium_1_7_0.pk3:lzscript/client ...
by Enjay
Sat Nov 01, 2025 4:38 pm
Forum: General
Topic: Total Chaos Weapons command
Replies: 1
Views: 40

Re: Total Chaos Weapons command

I admire your enthusiasm, thank you, but all you've done is find the class names of some actors in the game files and coupled them with the well-known summon console command. It's something that anyone reasonably experienced with ZDoom should be able to figure out. (Plus, there are probably easier ...
by Enjay
Sat Nov 01, 2025 4:32 pm
Forum: Scripting
Topic: trying to randomize player usefail sound
Replies: 5
Views: 62

Re: trying to randomize player usefail sound

I'm not sure what's going on with your setup, because the SNDINFO I posted is working perfectly for me: WS4tYhY_7SY OK, it sounds weird, but it's doing what it's meant to. I have also tried it with a custom player class. It worked fine too. Have you tried it with the Doom default player class just ...
by Enjay
Sat Nov 01, 2025 7:58 am
Forum: General
Topic: [SPRITES] Spriting Carnival!!
Replies: 38049
Views: 4672993

Re: [SPRITES] Spriting Carnival!!

You've basically asked the same question three times now.
If the sprite is based on art from a commercial game then, no, you can't. The sprite artist in this thread doesn't have the rights to the original art, the game publisher does.
by Enjay
Sat Nov 01, 2025 5:02 am
Forum: Mapping
Topic: Shootable switches -- actions....?
Replies: 4
Views: 70

Re: Shootable switches -- actions....?

I'm going off memory here, but I think there might be 3. There is, of course, the repeatable "OpenDoor (and stay open)" one that everyone knows. (Type 46?) Interestingly, it is a repeatable line, even though it opens the door and the door stays open (but something else could close it, obviously ...
by Enjay
Fri Oct 31, 2025 12:51 pm
Forum: Scripting
Topic: trying to randomize player usefail sound
Replies: 5
Views: 62

Re: trying to randomize player usefail sound

Are you sure? I just tried this simplified version of what I posted and it worked perfectly - whenever I used a wall, it randomly picked one of the built-in Doom chat sounds. $playeralias player male *usefail TRYDOORMASTER $playeralias player other *usefail TRYDOORMASTER $random TRYDOORMASTER ...
by Enjay
Fri Oct 31, 2025 11:20 am
Forum: Scripting
Topic: trying to randomize player usefail sound
Replies: 5
Views: 62

Re: trying to randomize player usefail sound

I'm making no guarantees here because the player sound definitions always catch me out, but I *think* it would work if you alias the names and allocate the random sound to the alias: $playeralias player male *usefail TRYDOORMASTER $playeralias player other *usefail TRYDOORMASTER $random ...
by Enjay
Fri Oct 31, 2025 11:03 am
Forum: Off-Topic
Topic: 'Version' quirkers
Replies: 1
Views: 46

Re: 'Version' quirkers

FreeDoom, while not technically a mod as such, is a bit like that for me. However, I think that is also driven by what FreeDoom is - a collection of resources to act in place of the Doom originals. Over time they have changed, but some of the old ones that have since been superseded are still useful ...
by Enjay
Fri Oct 31, 2025 9:45 am
Forum: Mapping
Topic: Shootable switches -- actions....?
Replies: 4
Views: 70

Re: Shootable switches -- actions....?

Generally speaking, if you want any switch to do more than one thing in ZDoom, it's best to do it via an ACS script where you can easily chain any number of different things to happen together in a single sequence as part of your script. For something relatively simple like just listing a few ...
by Enjay
Wed Oct 29, 2025 3:23 pm
Forum: Mapping
Topic: Ending Levels
Replies: 22
Views: 183

Re: Ending Levels

Yep, just load up the map in UDB and hit F10 to open the script editor. You can make changes there too if you want. It's not locked. It's just a simple text file that gets compiled into the behavior lump of the map when you save the WAD. In fact, you can't lock them (though, they can be removed ...

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