Search found 24346 matches

by Enjay
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.
by Enjay
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.
by Enjay
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 ...
by Enjay
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.
by Enjay
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 ...
by Enjay
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 ...
by Enjay
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?
by Enjay
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".
by Enjay
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 ...
by Enjay
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 ...
by Enjay
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 ...
by Enjay
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.
by Enjay
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 ...
by Enjay
Sun Jul 06, 2025 3:50 pm
Forum: Off-Topic
Topic: Alien Trilogy Resurrection
Replies: 18
Views: 400

Re: Alien Trilogy Resurrection

Thor110 wrote: Sun Jul 06, 2025 2:21 pm I have updated the current release to handle this as Magenta.
Much easier to work with. Thank you.
by Enjay
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 ...

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