Search found 173 matches
- Fri Apr 16, 2021 12:48 am
- Forum: Scripting
- Topic: What is Deh_Actor_250?
- Replies: 2
- Views: 347
Re: What is Deh_Actor_250?
Sounds like a plan; went ahead and removed it from PrBoom+UM's array and submitted the PR without it.
- Thu Apr 15, 2021 1:42 am
- Forum: Scripting
- Topic: What is Deh_Actor_250?
- Replies: 2
- Views: 347
What is Deh_Actor_250?
So I know what the Deh_Actor_### line in general is for - DEHEXTRA added 100 new thingdefs, and they needed some kind of name internally for DECORATE and ZScript, and that name worked as well as anything. The issue is more this specific slot; those 100 DEHEXTRA slots are 150-249¹. This is borne out ...
- Mon Dec 30, 2019 1:31 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1053
- Views: 417334
Re: Ultimate Doom Builder
Here's a question - would it be too much to add support for UMAPINFO parsing? It's not super important or anything, literally all I can think of getting out of it is F_SKY1 rendering the correct sky textures as it would for a map definition in ZMAPINFO, but even for that much it'd be nice.
- Wed Jul 03, 2019 6:52 pm
- Forum: Levels
- Topic: Fork in the Road - a UMAPINFO project (Upd. Jul 3: Alpha 3)
- Replies: 2
- Views: 1919
Re: Fork in the Road - a UMAPINFO project (Upd. Jul 3: Alpha
Pushed an update that should let you use monster-replacing mods without having to manually call a script to tell the engine you've killed all of a given monster; it's all automatic now. A few other map changes are detailed in the changelog in the first post.
- Wed Jun 26, 2019 9:17 pm
- Forum: Levels
- Topic: Fork in the Road - a UMAPINFO project (Upd. Jul 3: Alpha 3)
- Replies: 2
- Views: 1919
Fork in the Road - a UMAPINFO project (Upd. Jul 3: Alpha 3)
Well, given UMAPINFO has picked up steam again over in the Source Ports forum on DoomWorld, guess it's time to strike while the iron's hot, and show off what I've been toying with since the lump was initially proposed: https://abload.de/img/forkintheroadlogo_fulh2jeu.png Fork in the Road is a 10-map ...
- Wed Jun 19, 2019 11:23 am
- Forum: Closed Bugs [GZDoom]
- Topic: [GZ 4.1.3] UMAPINFO "Episode = clear" and ordering weirdness
- Replies: 3
- Views: 707
Re: [GZ 4.1.3] UMAPINFO "Episode = clear" and ordering weird
That doesn't seem correct; going by the spec, it seems like it's not supposed to remove the current episode from the list, but rather clear the list out entirely so that only ones defined after that go in. Both episodes in the listing would be defined after "episode=clear" is parsed.
- Tue Jun 18, 2019 1:07 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [GZ 4.1.3] UMAPINFO and ZDoom clusters do not mix well
- Replies: 10
- Views: 1229
Re: [GZ 4.1.3] UMAPINFO and ZDoom clusters do not mix well
The only scenario I can think of for such a thing is if the cluster had an EnterText, and thus any transition into it would display that screen. That would be a curious setup, but I cannot claim to say nobody would ever want it - maybe it's super important that they see that particular text blurb ...
- Mon Jun 17, 2019 5:19 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [GZ 4.1.3] SIGIL UMAPINFO thinks every E5 map is E5M9
- Replies: 1
- Views: 789
[GZ 4.1.3] SIGIL UMAPINFO thinks every E5 map is E5M9
Exactly what it says on the tin. The UMAPINFO I whipped up to illustrate the format back on Doomworld works fine with PrBoom+/UMAPINFO 2.5.1.7, but in GZDoom 4.1.3, while you're correctly taken to E5M1 upon selecting the "SIGIL" episode on the map listing, the music is from E5M9, the map title is ...
- Mon Jun 17, 2019 5:12 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [GZ 4.1.3] UMAPINFO "Episode = clear" and ordering weirdness
- Replies: 3
- Views: 707
[GZ 4.1.3] UMAPINFO "Episode = clear" and ordering weirdness
A strange observation I had when toying with "Episode = clear" to illustrate an unrelated bug in PrBoom+/UMAPINFO 2.5.1.7 - if "Episode = clear" is not present in this example UMAPINFO lump, the episode listing lists the episodes in the order they are defined (i.e.: "Main Attraction" shows up before ...
- Mon Jun 17, 2019 5:03 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [GZ 4.1.3] UMAPINFO and ZDoom clusters do not mix well
- Replies: 10
- Views: 1229
[GZ 4.1.3] UMAPINFO and ZDoom clusters do not mix well
There is an inconsistency between PrBoom+/UMAPINFO 2.5.1.7 and GZDoom as to how intermission screens are handled, and when to clear them out in UMAPINFO using the "InterText = clear" keyword. To my understanding, PrBoom+ will only display the default intermission texts if the map progression is any ...
- Mon Jun 17, 2019 4:41 pm
- Forum: Bugs [GZDoom]
- Topic: [GZ 4.1.3] UMAPINFO: InterMusic inconsistencies
- Replies: 0
- Views: 2210
[GZ 4.1.3] UMAPINFO: InterMusic inconsistencies
UMAPINFO has an InterMusic keyword, intended for playing specific music over text screens (e.g. "You have entered deeply into the infested starport...") instead of D_READ_M. Indeed in PrBoom+/UMAPINFO 2.5.1.7, that is exactly what happens; the music specified only plays during that screen. In GZDoom ...
- Mon Jun 17, 2019 4:31 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [GZ 4.1.3] UMAPINFO-defined episodes don't show skill select
- Replies: 1
- Views: 770
[GZ 4.1.3] UMAPINFO-defined episodes don't show skill select
When UMAPINFO defines a new episode, selecting it on the episode selection screen will immediately dump you to the starting map of that episode, without any prompt for what difficulty you wish to play the skill at; apparently it defaults to "Hurt Me Plenty". In the case of an IWAD that already ...
- Mon Oct 22, 2018 4:01 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: Catacomb: ABYSS v1.0
- Replies: 43
- Views: 17051
Re: Catacomb: ABYSS v1.0
I realize this is a bit of a bump, but I just wanted to say that: I'm really impressed with what I've seen here. While the Catacomb trilogy is basic as all heck (maybe a little less so than Wolf3D , maybe moreso, it's around there anyway), it's never really gotten a proper source port with mouselook ...
- Fri Jun 22, 2018 8:59 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: Rotated wall textures
- Replies: 44
- Views: 4758
Re: Rotated wall textures
Strictly speaking skewing can sorta already be done by splitting the linedef in question up into tons of tinier linedefs and offsetting as needed. (Alternatively, not splitting up the linedef, but pre-baking the skew into a separate texture using an image editor.) But that's a pain in the ass to do ...
- Sat Dec 30, 2017 2:21 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [3.2.4] UMAPINFO: BossAction simply doesn't work
- Replies: 3
- Views: 438
[3.2.4] UMAPINFO: BossAction simply doesn't work
Exactly what it says in the title. Example WAD here , taken from a UMAPINFO project I've been working on. Expected behavior: Killing all Hell Knights calls Boom linedef special 221 ("S1 Floor Lower To Adjacent Floor") on tag 4, while killing all Barons of Hell calls Boom linedef special 103 ("S1 ...