Cool, thanks
Search found 4109 matches
- Wed Apr 07, 2021 3:14 am
- Forum: Closed Bugs [GZDoom]
- Topic: Sounds don't play for Polyobj_MoveTo or Polyobj_MoveToSpot
- Replies: 2
- Views: 636
- Wed Apr 07, 2021 3:11 am
- Forum: General
- Topic: Brutal Doom V20 Plasma Rifle VM Exception (Possibe Fix)
- Replies: 0
- Views: 415
Brutal Doom V20 Plasma Rifle VM Exception (Possibe Fix)
Greetings, I've been modifying and tinkering around with Brutal Doom V20 and I noticed the VM Exception Plasma Rifle bug using newer versions of GZDoom. I came across this bug report: viewtopic.php?t=63162 And the issue seems to be the way the Brutal Doom plasma rifle is coded and not a GZDoom bug. ...
- Thu Apr 09, 2020 8:28 am
- Forum: Closed Bugs [GZDoom]
- Topic: Sounds don't play for Polyobj_MoveTo or Polyobj_MoveToSpot
- Replies: 2
- Views: 636
Sounds don't play for Polyobj_MoveTo or Polyobj_MoveToSpot
Hi, There is a bug where the sound seuquences defined for a polyobject don't play if you use Polyobj_MoveTo or Polyobj_MoveToSpot. However the sounds DO play if you just use Polyobj_Move. See the little demo map I cooked up. It also features a section that nicely illustrates why Polyobj_MoveTo is fa...
- Thu Apr 09, 2020 7:24 am
- Forum: Mapping
- Topic: How do you add a sound sequence to Polyobj_MoveTo?
- Replies: 4
- Views: 504
Re: How do you add a sound sequence to Polyobj_MoveTo?
Daymne... I'll submit the bug report. I guess this was never noticed because for most purposes Polyobj_Move works fine, but for the complex moving walls in ROTT then Polyobj_Move is too prone to bugs and polyobjects incorrectrly going through walls and vanishing out of the level for all eternity... ...
- Thu Apr 09, 2020 7:12 am
- Forum: Scripting
- Topic: Random Elevator Music (like in ROTT :D)
- Replies: 2
- Views: 248
Re: Random Elevator Music (like in ROTT :D)
Cool, this works perfectly and exactly as I wanted :) Thanks a lot for the help. I fugured it would be something like that, but didn't know exactly how to implement random like this (my programming knowledge is practically non-existant :D). Here's the final script I used, just in case anyone wants t...
- Fri Apr 03, 2020 1:09 pm
- Forum: Scripting
- Topic: Random Elevator Music (like in ROTT :D)
- Replies: 2
- Views: 248
Random Elevator Music (like in ROTT :D)
Greetings, I'm wondering how to change the music, but not all the time, just randomly every so often, like sometimes it changes, but sometimes it doesn't. Does that make sense? Probably not... as an example, look to the elevators in ROTT (the old Dos version as I've never played the remade modern ve...
- Fri Apr 03, 2020 12:53 pm
- Forum: Mapping
- Topic: How do you add a sound sequence to Polyobj_MoveTo?
- Replies: 4
- Views: 504
Re: How do you add a sound sequence to Polyobj_MoveTo?
Yeah, it has been a while I guess :D Thanks for the reply, but the sounds are already defined in the SNDSEQ and SNDINFO. The problem is they work when using Polyobj_Move but not when using Polyobj_MoveTo or Polyobj_MoveToSpot. How do I get them to work with the latter 2? Why do the sounds work with ...
- Thu Apr 02, 2020 8:43 am
- Forum: Mapping
- Topic: How do you add a sound sequence to Polyobj_MoveTo?
- Replies: 4
- Views: 504
How do you add a sound sequence to Polyobj_MoveTo?
Greetigns, I'm attempting to create ROTT style moving walls using PolyObjects. My first method invovles the polyobjects moving from one mapspot to another (Polyobj_MoveToSpot) and the second method is to use map coordinates. Both work as intended, but they create no sound (I do have the sound sequen...
- Mon Jul 30, 2018 3:33 am
- Forum: Off-Topic
- Topic: Is newstuff chronicles over at Doomworld dead?
- Replies: 22
- Views: 1653
Re: Is newstuff chronicles over at Doomworld dead?
Please stop putting the same thing at the bottom of all your posts. Forum signatures are annoying and that's why they're disabled. Caligari87 has been doing the same thing for ages and nobody really seems to have a problem with it. Just saying that so you aren't accidentally creating a double stand...
- Mon Jul 30, 2018 3:15 am
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 201080
Re: The official "ZDoom on Mac OS X" thread.
About 5 or so years I ago I thought that OS X was just as good as Windows for games, now it's back to Windows being better. It's like Apple were getting really good but now they're degrading (in some cases their starting to pick up some of Microsofts bad practices that steered me away from Windows i...
- Sat Jul 28, 2018 7:27 am
- Forum: Off-Topic
- Topic: Is newstuff chronicles over at Doomworld dead?
- Replies: 22
- Views: 1653
Re: Is newstuff chronicles over at Doomworld dead?
I dunno, I have this feeling that news spreading has nothing to do with the quality of the art. Excluding my own stuff (it is completely possible that everything I create is just too crap to bother with :D) I've seen/played/listened to things that have comepletely blown me away yet it seems like it ...
- Sat Jul 28, 2018 7:23 am
- Forum: Off-Topic
- Topic: Is newstuff chronicles over at Doomworld dead?
- Replies: 22
- Views: 1653
Re: Is newstuff chronicles over at Doomworld dead?
You're compeltely right, I don't want to promote any negativity here :) If you have anything negative to say about cacoawards then please refrain from posting :D I've been spending the last decades or so not really socilising with anyone, not even (especially) on the interent, so I don't really know...
- Sat Jul 28, 2018 6:53 am
- Forum: Off-Topic
- Topic: Is newstuff chronicles over at Doomworld dead?
- Replies: 22
- Views: 1653
Re: Is newstuff chronicles over at Doomworld dead?
Does that mean that the Cacoawards are now dead too? Maybe it's just me but this seems to be really sad, it's as if classic Doom is dying :( Is there anything like an alternative to Newstuff these days? What's the best place to post new project releases that would get maximum exposure? Does this mea...
- Sat Jul 28, 2018 6:47 am
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 201080
Re: The official "ZDoom on Mac OS X" thread.
I love that ZDoom and GZDoom are on Mac as I do all my creative stuff on Mac, and I can even map and edit resources using Slade 3 in OS X (which I love BTW :D) I dunno if this has been mentioned on this post before, but does anyone else have very laggy sluggish performance using the GL renderer in O...
- Sat Jul 28, 2018 6:33 am
- Forum: General
- Topic: How usefull is gzdoom for commercial projects?
- Replies: 18
- Views: 2633
Re: How usefull is gzdoom for commercial projects?
So is it actaully possible and legal to make an original game that uses GZDoom? If a game was to have completely original everything except use the GZDoom code, could you actually sell that with no issues? If it is, then I'm sure a lot of the talented artists here would love to licence their art for...