Search found 18 matches
- Wed Nov 27, 2019 10:45 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.2.4 released
- Replies: 14
- Views: 12820
Re: GZDoom 4.2.4 released
Not sure if I should ask this around here, but anyway. A long time ago, I noticed that they added the Doom-64-colors and said, well, this is great, but I realized that things are missing, such as actions that allow you to change the colors at the time you want and that you decide how you want that ...
- Thu Nov 14, 2019 2:25 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165873
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
That does look pretty amazing and potentially very useful. :thumb: It's a shame that GZDoom can't (yet?) support texture skewing because that particular construct would be a perfect candidate for the middle section to have its vertical side texture skewed to the angle of the slope. https://imgur ...
- Thu Oct 31, 2019 10:17 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165873
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
By the way, how does the 3D Floor mode work? I don't understand exactly how it works, when I try to use it and add a sector I get a message on the screen saying: "No space left for control sectors Please increase the size of the control area." https://forum.zdoom.org/viewtopic.php?f=232&t=45195 ...
- Thu Oct 31, 2019 8:35 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165873
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
By the way, how does the 3D Floor mode work? I don't understand exactly how it works, when I try to use it and add a sector I get a message on the screen saying: "No space left for control sectors Please increase the size of the control area."
- Wed Oct 30, 2019 1:14 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC] ME
- Replies: 80
- Views: 23208
Re: [RELEASE] PSX DOOM / FINALDOOM / DOOM64 on Gzdoom [GEC]
I've played this for a while and it's great. Recreate the original games almost perfectly, but I have a question. How can I make maps for this port? either for PSX Doom or Doom 64.
- Thu Oct 17, 2019 12:44 am
- Forum: Scripting
- Topic: What would be the equivalent of Light Flicker to ACS?
- Replies: 2
- Views: 313
What would be the equivalent of Light Flicker to ACS?
Well, I am something new in this, I was trying to make several sectors blink under the action of Light_Flicker but obviously this is not at least what I want. From what I understand, this may be possible by ACS and I have created a code but this light has a very short delay compared to action 65 ...
- Tue Sep 24, 2019 10:42 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165873
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
By the way, isn't there a thread only where suggestions are given to the editor? there are a couple of things that I would like to give as a suggestion
- Mon Sep 23, 2019 4:24 pm
- Forum: ZDoom (and related) News
- Topic: GZDoom 4.2.1 released
- Replies: 30
- Views: 15120
Re: GZDoom 4.2.1 released
I have a question, if textures can be scaled, will it be possible in the future that the textures of the walls can be rotated and skewed?
And by the way, I hope they fix that bug soon with the flat sprites where any actor who passes over it looks like it's underneath.
And by the way, I hope they fix that bug soon with the flat sprites where any actor who passes over it looks like it's underneath.
- Sun Sep 22, 2019 9:37 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165873
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
That does not answer my question, I know that in UDMF you can define the colors right there, but I speak of Doom 64 colors, and if, for example, I want to change the color only of the floor or the ceiling or the walls when crossing a line or something like that? Oh, and another thing, in ACS, how ...
- Sat Sep 21, 2019 4:05 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165873
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I have a question, can I play with Doom 64-like colors through ACS? I've been searching for something on the ZDoom wiki and I can't find anything.
- Sun Sep 15, 2019 4:56 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165873
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
I have a doubt, I can not give a different lighting to the top of a wall and a different lighting to the bottom? I try to make a kind of realistic lighting across sectors and wanting to do this increases or decreases the lighting of all the wall. Is there any way I want to do what I want or just ...
- Sat Sep 14, 2019 6:10 pm
- Forum: General
- Topic: How were the sounds of Doom weapons created?
- Replies: 2
- Views: 430
How were the sounds of Doom weapons created?
Hello, well I have had this doubt for a long time since I would like to know if I could make sounds similar to these or almost the same style. So how were the sounds made for weapons? I know that the sounds of the enemies are mostly from Animals but what about the weapons?
- Fri Sep 06, 2019 10:21 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165873
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
This, it may be something silly (since it would only be for my comfort I guess) but I can edit or change the sprite of the vertices? I mean, if I can change the image of the vertices you see in the 2D plane of the GZDoom Builder, I think I liked the vertices I saw in the first Doom Builder or even ...
- Sun Jun 30, 2019 1:15 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165873
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
mmmm ... no, I would like to have in a separate window a static view of a part of the map, in it you can not move or edit from this window, but it would be updated every time you make a change in 2D mode. I think it is understood, or not?boris wrote:Uh... visual mode (default hotkey Q).
- Sun Jun 30, 2019 11:34 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
- Replies: 1442
- Views: 165873
Re: GZDoomBuilder-Bugfix, a maintenance fork of GZDB
Hi, I have a question. Is there a preview mode of the game? something like a window that you can have on the side where you can see a part of the map of how it would look in the game? something like what Unity has and UE4.