Search found 1026 matches
- Sun Dec 12, 2010 3:45 pm
- Forum: General
- Topic: Is Foreverhood dead?
- Replies: 39
- Views: 3962
Re: Is Foreverhood dead?
Barrels are the monster spawners. If there are none of them in a map the spawn director will shutdown.
- Sat Dec 11, 2010 4:23 pm
- Forum: General
- Topic: Is Foreverhood dead?
- Replies: 39
- Views: 3962
Re: Is Foreverhood dead?
I'm more or less archiving my stuff so if in the future I or anyone else whats to keep working on the project, the project path is laid down before them. Also, it would probably be a cool teaching tool for those interested in scripting. If anyone else wants to take it on, I've basically done a lot ...
- Fri Dec 10, 2010 3:45 am
- Forum: General
- Topic: Is Foreverhood dead?
- Replies: 39
- Views: 3962
Re: Is Foreverhood dead?
While documenting my code, I was going through the 15 backups of libraries I had and stumbled upon this gem: the gameplay release I gave my beta testing squad. Its foreverhood 2.0's gameplay model using doom's resources as a proof of concept. Its designed to be played with Oblige, which generates ...
- Wed Dec 01, 2010 2:45 pm
- Forum: General
- Topic: Is Foreverhood dead?
- Replies: 39
- Views: 3962
Re: Is Foreverhood dead?
Sure. I have scans of my sprite sheets for many of the enemies, weapons and npc's, two levels and several map sketches never released, the entire ACS library, the design doc and testing files that i'll package in the release. A lot of the story stuff and progression of events consisted of posted ...
- Wed Dec 01, 2010 12:54 pm
- Forum: General
- Topic: Is Foreverhood dead?
- Replies: 39
- Views: 3962
Re: Is Foreverhood dead?
Id like to do a script and resource release, both for those who are interested in learning from the project and for myself in case I ever decide to pick it up again. Right now there are maybe a handful of comments in 8,000 lines of script, so deciphering where to start learning the systems will be ...
- Tue Nov 30, 2010 7:20 pm
- Forum: General
- Topic: Is Foreverhood dead?
- Replies: 39
- Views: 3962
Re: Is Foreverhood dead?
Hi guys. I got this thread forwarded to me last night and decided i'd jump in here and comment on what happened to this project. As you may have guessed, it hasn't exactly been active as of late and while i haven't officially canceled it, its more or less in a frozen state until I figure out what to ...
- Sun Aug 30, 2009 8:58 am
- Forum: General
- Topic: What's the dirtiest trick you've had to pull?
- Replies: 30
- Views: 2083
Re: What's the dirtiest trick you've had to pull?
I wrote a system a while back to track which player had killed a monster. It worked on the logic that a special tagged onto a creature will execute with its killer as the activator. It would give the activator a token, and then, in the monsters death state a frame later, it would sweep through all ...
- Wed Aug 26, 2009 9:26 pm
- Forum: Off-Topic
- Topic: The WIP Thread
- Replies: 30879
- Views: 2146331
Re: WHAT THE HELL are you working on
I suppose so, but a lot of newer .pk3-style mods still use WADs. It's a matter of personal taste. I never had any problems with XWE. Neither have I, but i'm trying to minimize my wad usage altogether. Some things wads are required for, like levels. I find myself using wads as containers for gfx as ...
- Thu Jul 16, 2009 6:48 pm
- Forum: Editing (Archive)
- Topic: Need advice on ACS math
- Replies: 1
- Views: 202
Need advice on ACS math
I have a situation where I'm trying to do selective rounding, but need some advice on how to approach this. Here is the breakdown: I have a graphic I want to move on the screen from xy (256.0, 128.0) to (190.0, 128.0) in 35 steps. The formula now is (a-b /steps), which produces quite a big decimal ...
- Thu Jul 16, 2009 5:40 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Dead Rain (follow-up to Cold as Hell)
- Replies: 23
- Views: 2054
Re: [WIP] Dead Rain (follow-up to Cold as Hell)
Makes sense if you think about it. Its easier to support a hidef sprite off of a good model in gzdoom than a real hi-poly model. Lots of hi poly models will start to chug the renderer while the same number of models, rendered as hidef sprites will not have the same impact.
- Thu Jul 02, 2009 11:46 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: property index
- Replies: 6
- Views: 702
Re: property index
there is always the changelog
- Thu Jun 25, 2009 6:27 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 895420
Re: The "How do I..." Thread
Does Gzdoom have model support for HUD weapons? I dunno If I've ever seen any, and there is no word as far as I can tell on the wiki to confirm this or not.
- Thu Jun 25, 2009 6:20 am
- Forum: Tutorials
- Topic: The official "ZDoom on Mac OS X" thread.
- Replies: 440
- Views: 225252
Re: The unofficial "ZDoom on Mac OS X" thread.
Bump
Hows this coming along?
Hows this coming along?
- Mon Jun 22, 2009 2:46 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: "Always pistol start" Gameplay option
- Replies: 8
- Views: 4412
Re: "Always pistol start" Gameplay option
This can be handled with a simple script. #include "zcommon.acs" #Library "PstlStrt" Script 999 Enter { ClearInventory(); GiveInventory("Fist", 1); GiveInventory("Clip", 5); GiveInventory("Pistol", 1); } Compile that and load the library through the LoadACS lump. Instant pistol starts on every map ...
- Sun Jun 21, 2009 1:28 pm
- Forum: Editing (Archive)
- Topic: SLADE + SLumpEd = ?
- Replies: 29
- Views: 1857
Re: SLADE + SLumpEd = ?
I know you many not have the tools to test this, but if you could add in support for the mac os, you would be my hero. A decent level editor is something that the mac side hasn't had in almost a decade.