Hey calm down, man. We all appreciate what you're doing here, without people like you Doom wouldn't be where it is. Like Dark Fox said, it was just an exaggeration. Let's move on.
EDIT: P.S. When desingning v2 of something, it's a good rule to never remove a feature that was there in v1.
Search found 83 matches
- Sun Mar 08, 2009 11:25 am
- Forum: Editing (Archive)
- Topic: Doom Builder 2 thread
- Replies: 1027
- Views: 76424
- Sun Mar 08, 2009 10:17 am
- Forum: Editing (Archive)
- Topic: Doom Builder 2 thread
- Replies: 1027
- Views: 76424
Re: Doom Builder 2 thread
I agree, as a website designer it would be impossible to do my job without being able to find a certain string, or jump to a certain line. Same goes for everything else, including DB.
EDIT: Although the map analysis does sound kinda cool... (Still better to have both!)
EDIT: Although the map analysis does sound kinda cool... (Still better to have both!)
- Fri Feb 20, 2009 1:36 pm
- Forum: Editing (Archive)
- Topic: Swinging Door PolyObj
- Replies: 14
- Views: 743
Re: Swinging Door PolyObj
it's a big download just for that, but my wad has one (http://forum.zdoom.org/viewtopic.php?f=19&t=20168).
- Mon Feb 16, 2009 7:09 pm
- Forum: Editing (Archive)
- Topic: Swinging Door PolyObj
- Replies: 14
- Views: 743
Re: Swinging Door PolyObj
Wow, this is an old topic... I actually figured this out already, turns out I had the wrong angle set. @Ceeb: I had a similar problem, which was later corrected by ensuring that 1. Only 1 polyobj exists per sector, and 2. The polyobjs don't swing/slide (either partially or entirely) out of the ...
- Fri Jan 02, 2009 11:08 pm
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Unnamed Project
- Replies: 6
- Views: 707
Re: [WIP] Unnamed Project
Hi all.
Thanks Penguinator. I have changed that battle at the end for the lower difficulties as you suggested.
UPDATE
Beta Version 0.20.0
Please check the first post for details.
Thanks again for the feedback.
Thanks Penguinator. I have changed that battle at the end for the lower difficulties as you suggested.
UPDATE
Beta Version 0.20.0
Please check the first post for details.
Thanks again for the feedback.
- Thu Jan 01, 2009 10:46 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [RELEASE] Cold As Hell: Special Edition (final version!)
- Replies: 265
- Views: 26170
Re: [RELEASE] Cold As Hell: Special Edition (final version!)
Now, I don't know this is a problem with Cold As Hell, or with GZDoom, or if it's a PICNIC. (Problem in chair, not in computer). :) I'd always preferred the phrase PEBKAC (Problem Exists Between Keyboard And Chair). Anyway, I was all set to play this and it looked like it was shaping up to be ...
- Wed Dec 31, 2008 9:14 pm
- Forum: Editing (Archive)
- Topic: [ACS] #define
- Replies: 10
- Views: 672
Re: [ACS] #define
I suppose. The thing is, I need to be able to edit a few Doom-specific things. Let's say I need to add a new texture; how do I do that outside of SLumpEd? The only way I know how is to right click it in SLumpEd and the program will take care of adding it to the TEXTUREx lump. There are several other ...
- Wed Dec 31, 2008 3:18 pm
- Forum: General
- Topic: Whats your favorite old fps game?
- Replies: 115
- Views: 4768
Re: Whats your favorite old fps game?
Agreed.Bruce Campbell wrote:Dammit, you made me throw up in my lap.
- Wed Dec 31, 2008 3:08 pm
- Forum: Editing (Archive)
- Topic: [ACS] #define
- Replies: 10
- Views: 672
Re: [ACS] #define
This kind of defeats the whole purpose of making the library for me, unfortunately. While it does mean I'll have readable constants for the Thing_Spawn function, it means I have to keep my libraries outside the pk3 and then add them in whenever I make a change. It's annoying but I guess there's ...
- Wed Dec 31, 2008 12:31 pm
- Forum: Editing (Archive)
- Topic: Button assign quastion
- Replies: 6
- Views: 286
Re: Button assign quastion
That is correct for ACS.
If you were referring to the KEYCONF lump, then it's not ACS. It's an entirely different lump, which goes in the root directory of a zip file, or at the very top of a wad file (no markers).
If you were referring to the KEYCONF lump, then it's not ACS. It's an entirely different lump, which goes in the root directory of a zip file, or at the very top of a wad file (no markers).
- Tue Dec 30, 2008 5:31 pm
- Forum: Editing (Archive)
- Topic: [ACS] #define
- Replies: 10
- Views: 672
Re: [ACS] #define
1 week (almost) bump. Does anyone know how to make this work?
When I try to put the #import identifier in the MAP script, it still won't compile; ACC says it can't find the file (which is in the pk3 file).
- Tue Dec 30, 2008 5:16 pm
- Forum: Editing (Archive)
- Topic: Button assign quastion
- Replies: 6
- Views: 286
Re: Button assign quastion
[wiki]KEYCONF[/wiki] / [wiki]Adding_keysections[/wiki]
- Tue Dec 30, 2008 5:15 pm
- Forum: Editing (Archive)
- Topic: Music
- Replies: 10
- Views: 487
Re: Music
That's basically what Doom music is, with a few exceptions.Captain Proof wrote:I also kinda dl'ed some midi conversions of a few metal songs(Old Metallica,NIN,Pantera)
- Tue Dec 30, 2008 2:14 pm
- Forum: Editing (Archive)
- Topic: How to monsters increase shooting range?
- Replies: 8
- Views: 584
Re: How to monsters increase shooting range?
Very true.
- Mon Dec 29, 2008 2:24 pm
- Forum: Editing (Archive)
- Topic: How to monsters increase shooting range?
- Replies: 8
- Views: 584
Re: How to monsters increase shooting range?
Shouldn't it be infinite? (Or so large it doesn't matter.)