Search found 57 matches

by TimeOfDeath
Mon Dec 17, 2012 7:52 pm
Forum: General
Topic: Nightmare with No Respawning Monsters
Replies: 31
Views: 6090

Re: Ultra-Violence +Fast Monsters

There's probably a better way for zdoom, but you could use this bex file to play on nightmare without respawning (except none of the monsters count towards kill%).
by TimeOfDeath
Sun Dec 16, 2012 12:05 pm
Forum: General
Topic: changing map# in lmp file with hex
Replies: 3
Views: 294

Re: changing map# in lmp file with hex

You the man, thanks.
by TimeOfDeath
Sun Dec 16, 2012 11:38 am
Forum: General
Topic: Nightmare with No Respawning Monsters
Replies: 31
Views: 6090

Re: Ultra-Violence +Fast Monsters

One difference between -fast and Nightmare is that the monsters will take a very quick step before attacking on -fast, but in Nightmare they will attack immediately. But the difference is tiny.
by TimeOfDeath
Sun Dec 16, 2012 11:33 am
Forum: General
Topic: changing map# in lmp file with hex
Replies: 3
Views: 294

changing map# in lmp file with hex

Where is the map# info located in a zdoom demo file? I'd like to make the demo playback on a different map# (it's the same exact map, but the map# changed after the demo was recorded).
by TimeOfDeath
Tue Jul 31, 2012 9:27 pm
Forum: Levels
Topic: Expired License
Replies: 14
Views: 2452

Re: Expired License

Video of me completing the final exam while showing my hands and doing some commentary.

Part 1


Part 2
by TimeOfDeath
Thu Jul 26, 2012 3:38 pm
Forum: Levels
Topic: Expired License
Replies: 14
Views: 2452

Re: Expired License

Thanks for playing, guys. Sorry wildweasel, I didn't test with noswitchonpickup. Is there something I could add to the exam scripts to make the player switch to a weapon?
by TimeOfDeath
Thu Jul 26, 2012 12:42 pm
Forum: Levels
Topic: Expired License
Replies: 14
Views: 2452

Expired License

Download: Expired License (ZDoom)

Description: Your dooming license has expired.

Image
by TimeOfDeath
Wed Jul 25, 2012 2:27 pm
Forum: Editing (Archive)
Topic: Script: print amount of damage dealt?
Replies: 11
Views: 916

Re: Script: print amount of damage dealt?

Well that's even more too complicated for me to do (I'm a script newbie), but it sounds nice.
by TimeOfDeath
Wed Jul 25, 2012 2:22 pm
Forum: Editing (Archive)
Topic: Bottle(Use Function+Destructable Item)
Replies: 7
Views: 532

Re: Scripting Help

this works for me:

Code: Select all

#include "zcommon.acs"

script 1 (void)
if (GetActorProperty(1,APROP_health)>0)
{
GiveInventory("Stimpack", 1);
Thing_Remove(1);
}
script 2 Enter
{
SetThingSpecial(1, ACS_ExecuteAlways, 1);
}
by TimeOfDeath
Wed Jul 25, 2012 2:01 pm
Forum: Editing (Archive)
Topic: Script: print amount of damage dealt?
Replies: 11
Views: 916

Script: print amount of damage dealt?

Do you guys know how I can print a message in the top right corner of the screen that shows how much damage I caused to a monster? So like, I shoot a cyberdemon once with a bfg, and I want to show how much health he lost. I know how to print messages, but I'm not sure how to base the message off of ...
by TimeOfDeath
Wed Jul 25, 2012 10:40 am
Forum: Closed Bugs [GZDoom]
Topic: [All?] Bug? Teleport_NewMap doesn't work over 99
Replies: 5
Views: 342

Re: [All?] Bug? Teleport_NewMap doesn't work over 99

Ok great, thanks it works now. My bad, a lot of programming stuff is over my head. I thought the levelnum meant map map150 "map150".
by TimeOfDeath
Wed Jul 25, 2012 9:47 am
Forum: Closed Bugs [GZDoom]
Topic: [All?] Bug? Teleport_NewMap doesn't work over 99
Replies: 5
Views: 342

Re: [All?] Bug? Teleport_NewMap doesn't work over 99

example wad: telnewmap150.wad I do have a mapinfo lump in mine. The maps above 99 work fine with the normal exit action and console command, it's just teleport_newmap that I can't get to work (you start on map01 and can pick which map to go to). I did just notice in xwe that all maps above 99 are ...
by TimeOfDeath
Tue Jul 24, 2012 9:06 pm
Forum: Closed Bugs [GZDoom]
Topic: [All?] Bug? Teleport_NewMap doesn't work over 99
Replies: 5
Views: 342

[All?] Bug? Teleport_NewMap doesn't work over 99

I tried the action on a line and with a script, but Teleport_NewMap does nothing if the map number is more than 99.
by TimeOfDeath
Tue Jul 24, 2012 8:51 am
Forum: Editing (Archive)
Topic: Question about an anti-cheat system
Replies: 25
Views: 2078

Re: Question about an anti-cheat system

Waitwaitwait, hold the phone here: Competitive speedrunners etc. record demos in ZDoom? And don't get laughed at for not doing things in vanilla? People usually only get a hard time for recording in ZDoom if the wad is designed for vanilla/limit-removing/boom, but ZDoom can be competitive too ...
by TimeOfDeath
Mon Jul 23, 2012 7:06 pm
Forum: Editing (Archive)
Topic: Question about an anti-cheat system
Replies: 25
Views: 2078

Re: Question about an anti-cheat system

They could screen capture their screen without recording or alter the wad (mapinfo, etc). Competitive players don't have an alternative, and imo that's more important than if someone wants to casually record something with altered gravity. At the very least, I think there should be messages for all ...

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