Search found 15 matches

by Rhino_66
Tue Jun 07, 2011 5:13 pm
Forum: Resources
Topic: Dynomite
Replies: 3
Views: 884

Re: Dynomite

SamVision wrote: 2: Is it supposed to be misspelled?
It's a Jimmy Walker reference... Dynomite (or dynamite) being a slang phrase in the 70's for something awesome (80's reference) or an epic win.




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by Rhino_66
Thu Nov 19, 2009 3:43 pm
Forum: Abandoned/Dead Projects
Topic: WIP: Ultimate Doom 2012
Replies: 44
Views: 8593

Re: WIP: Ultimate Doom 2012

Please upload your beta to one of the other file hosting sites. Rapidshare tends to lock or kill downloads after a while.

http://forum.drdteam.org/ has a free file hosting site for board members.



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by Rhino_66
Thu Dec 04, 2008 9:32 pm
Forum: Abandoned/Dead Projects
Topic: [RELEASE] The Sympathiser
Replies: 27
Views: 2127

Re: [RELEASE] The Sympathiser

Nice! Thanks for a decent civilian sprite. If you don't mind, he may be getting a couple recolors and new faces. I need a bunch of different unarmed civilians and this would make a perfect base model.


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by Rhino_66
Fri Mar 28, 2008 2:11 am
Forum: Editing (Archive)
Topic: Dog sprite
Replies: 29
Views: 2849

Re: Dog sprite

This is the doberman replacement for the pinky demon that I threw together a few months ago. I was in a hurry and am not skilled in DECORATE, so it's not a great monster. The sprites are currently named SARG****, so they should be renamed to BDOG or something similar and have a DECORATE script ...
by Rhino_66
Sat Jan 26, 2008 7:48 am
Forum: Levels
Topic: [RELEASED] Tomb of Omhotep for GZDoom
Replies: 25
Views: 10121

Re: [RELEASED] Tomb of Omhotep for GZDoom

BTT.

Anyone else played it and care to comment?



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by Rhino_66
Wed Jan 23, 2008 5:20 pm
Forum: Levels
Topic: [RELEASED] Tomb of Omhotep for GZDoom
Replies: 25
Views: 10121

Re: [RELEASED] Tomb of Omhotep for GZDoom

I've looked at the glowing ball things and I suggest that you change their DECORATE code to something like this: ACTOR Sphere1 10287 { height 10 radius 10 Renderstyle Add Alpha 0.3 +SOLID states { Spawn: SPHR ABCB 5 Bright loop } } ACTOR Sphere2 10288 { height 10 radius 10 +SOLID +NOGRAVITY ...
by Rhino_66
Tue Jan 22, 2008 9:12 pm
Forum: Levels
Topic: [RELEASED] Tomb of Omhotep for GZDoom
Replies: 25
Views: 10121

Re: [RELEASED] Tomb of Omhotep for GZDoom

Here are some screens... http://img144.imageshack.us/img144/5607/omtomb01yz1.th.jpg http://img404.imageshack.us/img404/9991/omtomb02ne9.th.jpg http://img155.imageshack.us/img155/462/omtomb03jq4.th.jpg Dynamic lights... In the Doomdef lump, I changed the short and tall red torches to a very pale ...
by Rhino_66
Mon Jan 21, 2008 3:04 pm
Forum: Levels
Topic: [RELEASED] Tomb of Omhotep for GZDoom
Replies: 25
Views: 10121

Re: [RELEASED] Tomb of Omhotep for GZDoom

I just read a post about an issue with a trap in the maze. The key is now accessible.

A fixed version was uploaded in place of the original file.

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by Rhino_66
Mon Jan 21, 2008 2:53 pm
Forum: Levels
Topic: [RELEASED] Tomb of Omhotep for GZDoom
Replies: 25
Views: 10121

Re: [RELEASED] Tomb of Omhotep for GZDoom

Initially this was built for JDoom, so slopes were not a possibility with the original map. I seriously considered using slopes in the opening map of the rewrite, but wanted to get it released. With the obelisks, I played with slopes for the tops but every rewrite promptly crashed and locked my pc ...
by Rhino_66
Mon Jan 21, 2008 12:34 pm
Forum: Levels
Topic: [RELEASED] Tomb of Omhotep for GZDoom
Replies: 25
Views: 10121

[RELEASED] Tomb of Omhotep for GZDoom

Well, I finally got everything converted over from JDoom. All the scripts and effects are done. The lighting works. The models work. This is a 5 level Doom 2 wad with a few new textures, 3D models, a couple new sounds, and some new sprites. Not a lot of scripting or complicated effects, but I'm ...
by Rhino_66
Tue Jan 15, 2008 9:56 pm
Forum: Editing (Archive)
Topic: Request for a little help with MAPINFO
Replies: 2
Views: 199

Re: Request for a little help with MAPINFO

That'll work!

I was thinking more along the lines of restarting map01, but I think I like the endgame credits better.

Thanks.
by Rhino_66
Tue Jan 15, 2008 6:54 pm
Forum: Editing (Archive)
Topic: Request for a little help with MAPINFO
Replies: 2
Views: 199

Request for a little help with MAPINFO

This is a copy of the MAPINFO I'm using in my .wad right now. Everything works just fine, but when you hit the button after the exit text screen, you are thrown back to the beginning of Map #5. I tried adding "next MAP01" to the map #5 section, but it skips the exit text screen and goes straight to ...
by Rhino_66
Mon Jan 14, 2008 3:44 pm
Forum: Abandoned/Dead Projects
Topic: lock please
Replies: 314
Views: 17149

Re: Night of the Homeless Alpha Releases! (Build 3 on Page 10)

BoldEnglishman wrote:Their raving that they killed you. Don't spoil their fun :P

EDIT: I get this error when I try and run the new Spideymod:

Script error, "decorate/Weapons.txt" line 100:
Invalid state parameter a_cleartarget

I get the same error. Doesn't happen with earlier versions...


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by Rhino_66
Tue Dec 25, 2007 6:48 pm
Forum: Editing (Archive)
Topic: Making Pitch Black Sector for GZdoom
Replies: 8
Views: 621

Re: Making Pitch Black Sector for GZdoom

This may not be exactly what you're looking for, but it does give a pretty good effect... For map02 of my "Tomb of Omhotep" wad, I used pitch black sectors to increase the level of confusion in the maze. First I created new black wall and flat textures. The linedefs of the black sector are set so ...
by Rhino_66
Wed Oct 10, 2007 2:43 pm
Forum: Abandoned/Dead Projects
Topic: Night of the Homeless
Replies: 458
Views: 34872

[pacing back and forth] Any updates? [/pacing back and forth]


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