Search found 34 matches
- Wed Jan 15, 2020 7:28 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1048
- Views: 415373
Re: Ultimate Doom Builder
Would it be possible to add an option to the installer to install the program just for the user? Considering that GZDB comes with an updater built in, and the updater needs administrative privileges to update when it's installed to Program Files, it seems like defaulting to the user's program files ...
- Sat Jan 07, 2017 6:33 pm
- Forum: ZDoom (and related) News
- Topic: ZDoom is Dead. Long live ZDoom.
- Replies: 232
- Views: 74364
Re: ZDoom is Dead (but the site isn't)
ZScript is now in the hands of Graf Zahl. Like how GZDoom was downstream for ZDoom, so too will QZDoom likewise be for GZDoom. What does this mean for the original ZDoom 256-color software renderer? Is it just going to go unmaintained? Is it going to be fixed up with some backported QZDoom ...
- Sat Jan 07, 2017 6:24 pm
- Forum: ZDoom (and related) News
- Topic: ZDoom is Dead. Long live ZDoom.
- Replies: 232
- Views: 74364
Re: ZDoom is Dead (but the site isn't)
Thank you for the considerable amount of work you have put into ZDoom over the years.
- Sun Dec 25, 2016 9:48 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 591296
Re: GZDoom Builder 2.3
Is there a way to draw linedefs that don't actually have any sidedefs assigned to them? This is the way the old WADED editor worked, you could draw all the lines you wanted, but you had to use Make Sector to actually "finish" the room. Sorry, but I don't have any desire to do something, which would ...
- Sat Oct 01, 2016 6:19 pm
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896919
Re: The "How do I..." Thread
Stuff Yeah, the XY analogy is breaking down here. What I'm actually looking to do was to have a way that I can peruse the inventory of another player, and elect to steal something - but only if I'm close enough (and oh I forgot, only if they're unconscious, but not dead). For that, I essentially ...
- Sat Oct 01, 2016 10:33 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 896919
Re: The "How do I..." Thread
This is an XY question , but I'm pretty sure if I can figure this out, the rest will follow. Is it possible to "steal" something from the inventory of another player? For example, I would like to walk up to another player, interact with them somehow (either by pressing USE or by using a custom fist ...
- Mon Aug 08, 2016 9:33 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [HEAD,ARM LINUX] No skull in menu, arrow keys sometimes fail
- Replies: 26
- Views: 2052
Re: [HEAD,ARM LINUX] No skull in menu, arrow keys sometimes
This will collect dust like all the other reports you make, since nobody here has a setup to test this. If somebody sent you or somebody else on the team an Raspberry Pi, would you (or anybody else) be willing to test on it? It just runs Linux - there's a Debian port , and Arch works on it too if ...
- Sat Mar 19, 2016 1:53 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Jump Pad [ThrustThing(z)] Sets Player's Momentum
- Replies: 7
- Views: 1558
Re: Jump Pad [ThrustThing(z)] Sets Player's Momentum
I think what Tiger is asking for is for ThrustThing to get the same optional fourth argument that ThrustThingZ has.Graf Zahl wrote:Obviously changing established behavior is a no-go, so it'd have to be an option.
- Sat Mar 19, 2016 1:39 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Jump Pad [ThrustThing(z)] Sets Player's Momentum
- Replies: 7
- Views: 1558
Re: Jump Pad [ThrustThing(z)] Sets Player's Momentum
There is more going on with Destination Unknown than just the thrust being constant. Since thrusting is additive, it stands to reason that hitting the mark should be easier (as long as you're accurate), yet as you can tell from the video I made it's actually nearly impossible. My previous thread on ...
- Tue Jul 07, 2015 7:41 pm
- Forum: Abandoned/Dead Projects
- Topic: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
- Replies: 236
- Views: 100952
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Since we're throwing out ideas, how difficult would it be to add support for a real scripting language, like Lua? If the engine is to be aimed at indie devs, seems like that would be a better bet than ACS.
- Tue Jul 07, 2015 5:02 pm
- Forum: Abandoned/Dead Projects
- Topic: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
- Replies: 236
- Views: 100952
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
To be absolutely, totally clear on this - The Gloome engine could be used to develop a brand new game that you could sell, correct? Or am I wrong, and games made on this engine can only be distributed for free? Correct. There are many parts of ZDoom that are under no-commercial clauses ( see here ...
- Tue Jul 07, 2015 4:53 pm
- Forum: Abandoned/Dead Projects
- Topic: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
- Replies: 236
- Views: 100952
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
I know this had been tossed around for a while as an idea, so congratulations on doing the legwork. I do have a question, though. Based on what you have seen, how possible would it be to hide GPL-incompatible bits behind a compile flag in GZDoom proper? Seems like it'd be possible to just pass a ...
- Mon Mar 30, 2015 8:29 pm
- Forum: General
- Topic: Thruster differences between 1.23b33 and now?
- Replies: 1
- Views: 689
Thruster differences between 1.23b33 and now?
So, I wasn't sure if this was considered a bug or not, but it'd be nice to figure out what is going on here: 9Q4f90SClY0 This is a video of a particular section of MAP02 of dest_unknown_final.wad recorded with both ZDoom 1.23b33 and GZDoom 1.8.2. In 1.23, this section of the map is trivial as no ...
- Tue Jan 13, 2015 6:47 pm
- Forum: General
- Topic: Old RNG compat test (test branch for testing related tests)
- Replies: 13
- Views: 2289
Re: Old RNG compat test (test branch for testing related tes
This seems like a bunch of nitpicky hogwash to me. That's what I thought until I ran the numbers a few years ago. Using the old random table increases the likelihood of individual pellets rolling 10 or 15 damage compared to 5, and across 20 pellets this adds up. I have also done blind tests with ...
- Sun Dec 21, 2014 4:03 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: CTF Support
- Replies: 47
- Views: 4919
Re: CTF Support
A standardized gamemode lump would be nice, but the reason I was suggesting building in support was because Zandronum, Odamex and ZDaemon already have built in CTF that requires no configuration, and it just seemed like a natural thing for ZDoom to support natively, especially if there was going to ...