Search found 62 matches

by illuknisaa
Sat May 13, 2017 12:52 pm
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165688

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

I found this sector merge bug. It only seems to occur with this specific setup.
Spoiler:
by illuknisaa
Thu Mar 02, 2017 8:05 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 896800

Re: The "How do I..." Thread

Weapon is the one that gives the additional item.

I want to make a mod where doomguy has a weapon carry limit like in call of duty and other shit fpses
by illuknisaa
Thu Mar 02, 2017 7:09 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 896800

Re: The "How do I..." Thread

How do I make an item that when picked up they also gives another different item?
by illuknisaa
Tue Feb 28, 2017 11:25 am
Forum: Bugs [GZDoom]
Topic: 3d floor with inverted shootability
Replies: 1
Views: 1559

3d floor with inverted shootability

If you make a solid 3d floor with inverted shootability rules projectiles (eg. imp fireballs) wont go through the floor and hitscanners are unable to target properly. Inverted visibility rules also have strange behavior. If the player is outside of the 3d floor (but so that line of sight to monsters ...
by illuknisaa
Sun Feb 26, 2017 1:36 am
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165688

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

I tried making this script script 1 open { spawnspotfacingforced ("imp",1); } And the script editor is complaining about incorrect number of arguments. I know that you need to also put int tid argument too but that is listed in [] which I think means the argument is optional or something (I don't ...
by illuknisaa
Wed Feb 22, 2017 10:49 pm
Forum: Levels
Topic: UAC Military infection
Replies: 4
Views: 1346

Re: UAC Military infection

Google translate much?

I have not played this but hit scan spam = no fun
by illuknisaa
Sun Feb 19, 2017 10:19 am
Forum: Resources
Topic: Custom Texture Thread.
Replies: 2577
Views: 534638

Re: Custom Texture Thread.

Here is the spinning asteroid computer finished. I put pngs in a zip file because linking all the pics using a image hosting site would have been a pain in the ass. Zip also includes brighmaps. I don't know if the pics are paletted. http://www.mediafire.com/file/8p79bb4tizsd2j0/mkbcom.zip I didn't ...
by illuknisaa
Tue Feb 14, 2017 3:28 pm
Forum: Editing (Archive)
Topic: Performace cost of animated textures
Replies: 4
Views: 325

Re: Performace cost of animated textures

Cool, ty.
by illuknisaa
Tue Feb 14, 2017 12:03 pm
Forum: Resources
Topic: Custom Texture Thread.
Replies: 2577
Views: 534638

Re: Custom Texture Thread.

What do you guys think of this gif? http://imgur.com/qy8KFZV.gif I wanted to make a big ass monitor with some cool animation but I think the animation is little too fast. The original gif used to have 60-80 frames so I cut it down to 15 (because I'm too lazy to edit all the frames). The gif is ...
by illuknisaa
Tue Feb 14, 2017 12:00 pm
Forum: Editing (Archive)
Topic: Performace cost of animated textures
Replies: 4
Views: 325

Performace cost of animated textures

How much animated textures cost performance wise compared to non animated textures. I'm wondering if it is smart to spam large animated textures (128x128+) with many frames (15+).
by illuknisaa
Sat Feb 11, 2017 3:14 pm
Forum: Editing (Archive)
Topic: Line portal question
Replies: 1
Views: 205

Line portal question

You can various types for Line_SetPortal but what are the differences between type 1 and type 2? What are these "other actions"?

https://zdoom.org/wiki/Line_SetPortal
by illuknisaa
Thu Feb 02, 2017 5:13 pm
Forum: Editing (Archive)
Topic: Megatexture performance cost
Replies: 1
Views: 232

Megatexture performance cost

I'm curious what kind of performance cost will megatexture have vs just lots of sectors with gzdoom?

By megatexture I mean that you have a single big texture (500x500 and bigger) that is suppose to cover a big area in your map. Something like you see in Ed's Putrefier.
by illuknisaa
Thu Jan 26, 2017 7:05 am
Forum: Levels
Topic: Fear Station: Charlie
Replies: 18
Views: 3394

Re: Fear Station: Charlie

Yeah the example is little too extreme but this could be fixed by bumping the light level up a little or making the lights sources illuminate a bigger area (there's that new attenuated light which I think would look pretty good here). Another options would to play with the lights.pk3 (which I think ...
by illuknisaa
Wed Jan 25, 2017 4:43 am
Forum: Levels
Topic: Fear Station: Charlie
Replies: 18
Views: 3394

Re: Fear Station: Charlie

Realism is fine and dandy but you could have made the railings middle textures which can be shot through. If you look leodoom85's video at 25:30 you can see that cacos and arachnotron are completely harmless because they can't shoot through the window. Railings also don't make the harder for the ...
by illuknisaa
Tue Jan 24, 2017 6:35 am
Forum: Abandoned/Dead Projects
Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Replies: 1442
Views: 165688

Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB

I think I found a bug. If you action special 65 (Plat_UpByValue) the platform plays wrong sound when it return to it's original position. It plays the floor/ceiling moves sound instead of platform sound. In addition if you open the line's properties you have a box labeled as "lower by (*8)". I think ...

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