Search found 1026 matches

by skadoomer
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.
by skadoomer
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 ...
by skadoomer
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 ...
by skadoomer
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 ...
by skadoomer
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 ...
by skadoomer
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 ...
by skadoomer
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 ...
by skadoomer
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 ...
by skadoomer
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 ...
by skadoomer
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.
by skadoomer
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
by skadoomer
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.
by skadoomer
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?
by skadoomer
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 ...
by skadoomer
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.

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