Search found 912 matches

by Cyb
Wed Aug 02, 2006 4:45 pm
Forum: Closed Bugs [GZDoom]
Topic: [ACC 1.42] defining the size of an array in a library
Replies: 5
Views: 472

Re: [ACC 1.42] defining the size of an array in a library

Give this a try. I am not positive if it will work but I have a hunch that it may. Nope. Now it says "Missing array size". That's not really the point anyway, because the script I once had used to work but now does not. Not sure if it's a fix, but it seems more like a bug since you can use a ...
by Cyb
Sun Jul 30, 2006 1:26 pm
Forum: Closed Bugs [GZDoom]
Topic: [ACC 1.42] defining the size of an array in a library
Replies: 5
Views: 472

[ACC 1.42] defining the size of an array in a library

Tested with ACC 1.42 DOS/Wadauthor version. If you create a library as such (for example): #library "test" #include "zcommon.acs" #define TEST_DEF 5 str strings[TEST_DEF] = { "one", "two", "three", "four", "five" }; And then in the scripts lump you #include "zcommon.acs" #import "../levels/test.acs ...
by Cyb
Thu May 12, 2005 2:04 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A Christmas present for ZDoom
Replies: 617
Views: 49744

Yes, that's what A_JumpIfNoAmmo is there for. You also need the AMMO_OPTIONAL flag for this to work. All weapon firing code pointers have a parameter that specifies whether ammo should be used and you have to use this to control the ammo consumption of your weapon. I'm not quite following this. In ...
by Cyb
Mon Apr 11, 2005 4:20 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Alternative to wad archive format.
Replies: 15
Views: 3100

That said, it might not be that hard to use zip files. There's libs around that do the handling for you (zzlib, I think) that run off zlib. It's definitely not that hard. So far I just had problems to find some library that is usable for this. Most are either far too complex or just a big pain to ...
by Cyb
Mon Apr 11, 2005 4:04 pm
Forum: Editing (Archive)
Topic: Maximum Sprite Size?
Replies: 12
Views: 870

Graf Zahl wrote:
cutmanmike wrote:Big sprites are always a problem for me, since I use wintex :x

Get rid of that stone age tool. This is not its only problem. It's pathetic enough that it still doesn't support Hexen format levels.
uhhhh, yes it does
by Cyb
Mon Jan 24, 2005 3:13 pm
Forum: Closed Bugs [GZDoom]
Topic: [Can't replicate] The Wonders of Clipping
Replies: 24
Views: 1250

Just checked in another map that uses this trick and it worked perfectly. Are you sure there are no other moving sectors nearby? this is weird but I can't get the problem to be emulated in a simple demo map. the thing I had set up was just a single 32x128 sector next to another sector similar to in ...
by Cyb
Fri Jan 21, 2005 12:24 pm
Forum: Closed Bugs [GZDoom]
Topic: [Can't replicate] The Wonders of Clipping
Replies: 24
Views: 1250

The Wonders of Clipping

This isn't really a bug, but I'm sure it can make for some issues with current doom2.exe maps. Anyways, so I was making a Doom format map with doom2.exe line specials and I wanted to have some shells in a little 32x128 sector that was 128 units below the ground. When the player hits a switch they ...
by Cyb
Tue Jan 18, 2005 12:05 pm
Forum: Closed Bugs [GZDoom]
Topic: [Fixed] 2 problems NJZdoom2001 and 96
Replies: 11
Views: 915

I noticed this texture thing in a recent map I made (or am currently making) too. I made a texture that was 160 tall (composed of patches no bigger than 128x128) and ZDoom aligned it differently than both PrBoom and Eternity. ZDoom aligned it about 32 units above where the other two put it. I built ...
by Cyb
Sun Dec 26, 2004 3:17 am
Forum: Closed Bugs [GZDoom]
Topic: [Fixed] patrol routs still broken (with thing_hate)
Replies: 3
Views: 397

[.96] patrol routs still broken (with thing_hate)

took me a while to figure it out, but any monster currently hating something will only follow a patrol route to the first point and then stop. The only tests I ever tried were where it was hating something not in the map with type 6 (thing_hate(tid, 9999, 6)) which is what I always used to get a ...
by Cyb
Sun Dec 05, 2004 10:27 pm
Forum: Closed Bugs [GZDoom]
Topic: [Fixed] Stacked Sector + Skybox
Replies: 1
Views: 220

[.94] Stacked Sector + Skybox

see the demo map. the floating middle textures are in the upper stack but their perspective moves as if they were part of the skybox sector and not the upper stack. The effect works as expected with a regular sky texture.
by Cyb
Fri Dec 03, 2004 4:28 pm
Forum: General
Topic: I'm probably going to get smacked for this, but...
Replies: 14
Views: 750

Csonicgo wrote:#Zdoom belongs to Doomworld.com.
#zdoom is not affiliated with Doomworld in any way, shape or form
by Cyb
Fri Nov 19, 2004 5:31 pm
Forum: Closed Bugs [GZDoom]
Topic: [Fixed] Patrol Points Don't Work
Replies: 1
Views: 315

[.94] Patrol Points Don't Work

quickest example I can think of offhand is map01 of Massmouth2... monsters will walk to the first patrol point just fine but when they get there they stop and never move again. I thought it might be a delay issue (thinking a delay 0 zero is infinite) but it doesn't matter what the second arg of the ...
by Cyb
Sat Nov 06, 2004 6:16 pm
Forum: General
Topic: When Did You Realize How Powerful ZDoom was?
Replies: 96
Views: 4310

TheDarkArchon wrote:Massmouth 2 has 3 endings (I think.)
Five, actually.

http://doom.vect.org:8080/other/mario.zip is fixed for .93 btw for anyone who cares.

(btw it runs best in 640x480 because of all the hudmsg scaling that goes on in other resolutions)
by Cyb
Sat Nov 06, 2004 6:14 pm
Forum: Closed Bugs [GZDoom]
Topic: [Bug fix victim] this wad worked in .63a :(
Replies: 5
Views: 481

ha, the speed boots did the trick, and now I don't have to rewrite anything : P

thanks graf ;)

new version at http://doom.vect.org:8080/other/mario.zip if anyone wants

and I guess this can be filed under 'not a bug'

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