Search found 173 matches

by Shadow Hog
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.
by Shadow Hog
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 ...
by Shadow Hog
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.
by Shadow Hog
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.
by Shadow Hog
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 ...
by Shadow Hog
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.
by Shadow Hog
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 ...
by Shadow Hog
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 ...
by Shadow Hog
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 ...
by Shadow Hog
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 ...
by Shadow Hog
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 ...
by Shadow Hog
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 ...
by Shadow Hog
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 ...
by Shadow Hog
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 ...
by Shadow Hog
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 ...

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