Search found 24346 matches
- Sun Jul 20, 2025 5:24 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Venturous 1.6.5 Episode 6 Release
- Replies: 138
- Views: 88600
Re: Venturous 1.6.5 Episode 6 Release
Oooh, an update. Going to play the new release as soon as I get a chance. This is such a wonderful mod new game and I urge anyone who hasn't played it to give it a go.
- Sun Jul 20, 2025 4:59 am
- Forum: Off-Topic
- Topic: Alien Trilogy Resurrection
- Replies: 18
- Views: 400
Re: Alien Trilogy Resurrection
That's cool. Well done.
Because the game runs so lo-res, I wasn’t even sure that the models were even models in the traditional sense, or some kind of voxel type of deal or whatever.
Because the game runs so lo-res, I wasn’t even sure that the models were even models in the traditional sense, or some kind of voxel type of deal or whatever.
- Wed Jul 16, 2025 5:46 am
- Forum: Creation, Conversion, and Editing
- Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
- Replies: 3112
- Views: 397142
Re: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
I use UDB for mapping but I think if you move your mouse over one of the areas, all of the various sector parts will flash-highlight. However, if you press Insert (assuming default key-binds) the one that your mouse is over will be allocated as a new sector. [Edit:] Yes, on a quick try, that worked ...
- Tue Jul 15, 2025 5:01 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Expand SetLineActivation to Change Repeatableness
- Replies: 6
- Views: 2037
Re: Expand SetLineActivation to Change Repeatableness
Thank you. I'll open an issue on GitHub to ask for the UDB calltips to be updated too.
- Tue Jul 15, 2025 4:55 am
- Forum: Mapping
- Topic: Stuck with the skybox
- Replies: 13
- Views: 165
Re: Stuck with the skybox
It's been a long time since I tried, but I'm sure I remember GLDEFs-like skyboxes not supporting a second sky for clouds (which I think is what you are looking for). One solution that I hit on a long time ago was to construct a GLDEFS skybox (or you could make an in-map skybox with the same textures ...
- Tue Jul 15, 2025 4:49 am
- Forum: Mapping
- Topic: No bullet holes on linedef
- Replies: 1
- Views: 42
Re: No bullet holes on linedef
Decals can't appear on 2 sided lines of this type. It need to be solid architecture (not just a 2S line with flags set). e.g. a 1-sided line, the upper/lower part of a line on a step/window-hole/etc., a solid 3D floor, a polyobject made from 1S lines... With a setup like you have, I would probably ...
- Mon Jul 14, 2025 12:35 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Expand SetLineActivation to Change Repeatableness
- Replies: 6
- Views: 2037
Re: Expand SetLineActivation to Change Repeatableness
Sorry for the bump.
It seems as if this functionality has been added to GZDoom, but I don't see any way of using it with ACS. Am I correct in assuming that "the ACC include still needs to be done later" is still the case?
It seems as if this functionality has been added to GZDoom, but I don't see any way of using it with ACS. Am I correct in assuming that "the ACC include still needs to be done later" is still the case?
- Sat Jul 12, 2025 3:57 am
- Forum: Mapping
- Topic: Stuck with the skybox
- Replies: 13
- Views: 165
Re: Stuck with the skybox
Can you give us a bit more than "doesn't work" or "nothing helped"? There are 1001 different ways for something to "not work".
- Thu Jul 10, 2025 3:47 am
- Forum: Mapping
- Topic: Stuck with the skybox
- Replies: 13
- Views: 165
Re: Stuck with the skybox
As phantombeta said, it's how GZDoom handles it. This wasn't an issue in the original Doom because you couldn't look up and down. So, a 128 tall texture filled the view. However, because you can look up in GZDoom, you can see areas that are higher than the top of the texture. So, GZDoom fills that ...
- Wed Jul 09, 2025 4:31 pm
- Forum: Mapping
- Topic: Stuck with the skybox
- Replies: 13
- Views: 165
Re: Stuck with the skybox
Edit: I typed this before I saw Kappes Buur's reply. In a map, putting F_SKY1 on the ceiling (or the floor for that matter) means "use the defined sky texture as a parallax sky here". So, it's essentially a marker for the sector to use a sky. It never appears itself. So, if you have specified a ...
- Wed Jul 09, 2025 1:18 pm
- Forum: Bugs [GZDoom]
- Topic: 4.14.1 Footsteps undesirable behaviour, maybe bug
- Replies: 7
- Views: 958
Re: 4.14.1 Footsteps undesirable behaviour, maybe bug
Thanks at least for keeping this in mind - and the expanded ideas sound interesting. For what it's worth, I've been using my own tweak to your code to remove the forced splashes on water. It means quite a chunk of code added to the player definition, but it does what I was looking for. So, yeah, I ...
- Tue Jul 08, 2025 10:20 am
- Forum: Mapping
- Topic: Is it possible to create such arcs?
- Replies: 4
- Views: 105
Re: Is it possible to create such arcs?
If you don't actually want anything or anyone to be able to go above the arches, you don't even need to use 3D floors. Standard Doom architecture can do it visually.
- Mon Jul 07, 2025 5:14 am
- Forum: Off-Topic
- Topic: Alien Trilogy Resurrection
- Replies: 18
- Views: 400
Re: Alien Trilogy Resurrection
It's a good game for its time (and it is very much of its time). It is tougher than most of the "Doom clones" of the day, very dark in places (too dark a lot of the time IMO) and a lot of the textures (in particular) are very low-res looking. By contrast, it also had lots of video elements and other ...
- Sun Jul 06, 2025 3:50 pm
- Forum: Off-Topic
- Topic: Alien Trilogy Resurrection
- Replies: 18
- Views: 400
- Sun Jul 06, 2025 12:03 pm
- Forum: Off-Topic
- Topic: Alien Trilogy Resurrection
- Replies: 18
- Views: 400
Re: Alien Trilogy Resurrection
I honestly have no idea where my copy of the game came from. It's been on my HD for years - like 20 years or more. I think I installed it from a CD that I no longer have, but I really can't be sure. It may not even be a legit copy but, again, I can't be sure. I know that I have the PSX version ...