Search found 912 matches
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Mon Apr 11, 2005 4:04 pm
- Forum: Editing (Archive)
- Topic: Maximum Sprite Size?
- Replies: 12
- Views: 870
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Sun Dec 12, 2004 8:55 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Duplicate] Patrol point bug
- Replies: 2
- Views: 306
- 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.
- Fri Dec 03, 2004 4:28 pm
- Forum: General
- Topic: I'm probably going to get smacked for this, but...
- Replies: 14
- Views: 750
- 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 ...
- Sat Nov 06, 2004 6:16 pm
- Forum: General
- Topic: When Did You Realize How Powerful ZDoom was?
- Replies: 96
- Views: 4310
Five, actually.TheDarkArchon wrote:Massmouth 2 has 3 endings (I think.)
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)
- 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'
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'