Search found 34 matches

by AlexMax
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 ...
by AlexMax
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 ...
by AlexMax
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.
by AlexMax
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 ...
by AlexMax
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 ...
by AlexMax
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 ...
by AlexMax
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 ...
by AlexMax
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

Graf Zahl wrote:Obviously changing established behavior is a no-go, so it'd have to be an option.
I think what Tiger is asking for is for ThrustThing to get the same optional fourth argument that ThrustThingZ has.
by AlexMax
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 ...
by AlexMax
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.
by AlexMax
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 ...
by AlexMax
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 ...
by AlexMax
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 ...
by AlexMax
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 ...
by AlexMax
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 ...

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