Search found 21 matches

by aabra
Tue Oct 30, 2007 12:44 am
Forum: General
Topic: Most wanted ZDoom feature
Replies: 109
Views: 5658

I don't think something like Doomscript is necessary. Just expand ACS and Decorate.
by aabra
Tue Oct 30, 2007 12:40 am
Forum: General
Topic: How broken are the bots?
Replies: 20
Views: 1427

The co-op bots here work reasonably well.

http://forum.zdoom.org/potato.php?t=14927


They're still incredibly stupid however for Invasion maps where the navigation of the map isn't all that complicated they're quite fun and work well.
by aabra
Tue Oct 30, 2007 12:13 am
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged (updated to v1.11 - development paused)
Replies: 4991
Views: 681715

I can't wait for this. It's gonna be fantastic. :) Well, it already is to be honest.
by aabra
Tue Oct 23, 2007 9:56 pm
Forum: General
Topic: Decorate Test and Example Wad Archive
Replies: 2
Views: 386

Decorate Test and Example Wad Archive

While going through every single Decorate function to make sure it worked properly in Skulltag we realized that something like this could benefit the entire Doom community and not just Skulltag. We've decided to start an archive of Decorate test wads which would be used to help ZDoom, GZDoom ...
by aabra
Fri Oct 05, 2007 4:09 am
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged (updated to v1.11 - development paused)
Replies: 4991
Views: 681715

Wow, maps 1 and 2 are awesome! I haven't played map 3 yet... I'll do it later on today. Ammo is sooooooooooo tight though! Wow... you're really stressing over ammo the entire time - you have no choice but to skip over several monsters while trying to conserve ammo. At the end of map02 I was forced ...
by aabra
Thu Sep 27, 2007 10:40 pm
Forum: General
Topic: ACS Strings
Replies: 17
Views: 1128

That will work even if the player is no longer connected?

I'll need to test that.
by aabra
Thu Sep 27, 2007 9:21 pm
Forum: General
Topic: ACS Strings
Replies: 17
Views: 1128

Well, I was asked this by someone who wanted to add a 'high scores' list to his wad. The only thing I could tell him was if the player got a high score - teleport him to another room and have him enter his 3 initials ala oldschool arcade style. This however doesn't permit the user to have his ...
by aabra
Thu Sep 27, 2007 6:54 pm
Forum: General
Topic: ACS Strings
Replies: 17
Views: 1128

ACS Strings

I was talking about perhaps adding an ACS function called getname() to the Skulltag/Zdoom ACS which would return the name of the player so you could assign it to a variable earlier in the Skulltag forums. I was thinking something along the lines of playername = getname() However I was informed that ...
by aabra
Thu Sep 27, 2007 4:00 pm
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged (updated to v1.11 - development paused)
Replies: 4991
Views: 681715

Very hot Eriance! This should be fantastic. :)
by aabra
Sat Sep 15, 2007 12:13 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.1.7]Firemace Multiplayer
Replies: 7
Views: 833

Could you tell me when it broke and why? (what build) If you're too busy maybe I can convince one of the Skulltag coders to fix this as it's important for Heretic multiplayer.
by aabra
Sat Sep 15, 2007 2:41 am
Forum: TCs, Full Games, and Other Projects
Topic: Hell-Forged (updated to v1.11 - development paused)
Replies: 4991
Views: 681715

Eriance - this wad is absolutely amazing. I love it to death.... and I've got some good news for you. You probably don't know this yet but it works perfectly in the latest internal build of Skulltag! :D We played through the entire thing tonight coop and had an absolute blast. With some very minor ...
by aabra
Sat Aug 25, 2007 2:55 pm
Forum: Closed Bugs [GZDoom]
Topic: kdizd.pk3 vs. kdizd_st.pk3
Replies: 21
Views: 1978

It's admittedly a bit weird that a ST bug got posted here... but I might as well state that this has been fixed with the latest internal version of Skulltag. The AASTINKY texture has been removed from skulltag.wad There is no longer a need for a skulltag version of kdizd. The original kdizd.pk3 ...
by aabra
Mon Aug 06, 2007 4:09 am
Forum: Closed Bugs [GZDoom]
Topic: Crash Dialogs
Replies: 7
Views: 579

Oh, I just thought I'd mention that this bug was actually fixed somewhere between 2.1.7 and revision 540. The latest version of Zdoom gives me the crash dialog correctly. :P
by aabra
Sun Aug 05, 2007 7:11 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.1.7]Firemace Multiplayer
Replies: 7
Views: 833

If the Firemace spawns in Deathmatch, of course it's supposed to respawn. This was actually the case in an older version of ZDoom, what was it, 2.0.63a, that it worked as intended, and I definitely recall that the Firemace did respawn in Vanilla Multiplayer. Ok, well with all the crazy things this ...
by aabra
Sun Aug 05, 2007 6:07 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.1.7]Firemace Multiplayer
Replies: 7
Views: 833

[2.1.7]Firemace Multiplayer

The firemace in Heretic is not affected by sv_itemrespawn or sv_weaponstay in a multiplayer Zdoom game. My guess is that this problem is almost certainly related to the *highly* irregular way Raven made the Firemace as we see here: http://forum.zdoom.org/potato.php?t=14425 Anyways, while I haven't ...

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