Search found 2152 matches

by LilWhiteMouse
Wed Jun 15, 2016 8:59 pm
Forum: General
Topic: Need 3d Modeling Program
Replies: 38
Views: 3067

Re: Need 3d Modeling Program

I don't expect anyone else to find it useful, but I use an old version of Metasquoia , though my version isn't even listed anymore (2.3). I stopped updating when the developer began offering a paid licensed version next to a handicapped freeware version. It lacks all the bells and whistles of 3dsMax ...
by LilWhiteMouse
Sun Jun 05, 2016 3:53 pm
Forum: Off-Topic
Topic: Your toughts on WW1 for games or wads ?
Replies: 34
Views: 4438

Re: Your toughts on WW1 for games or wads ?

Tirgal wrote:cannons.....
Did someone say the Paris Gun? I heard Paris Gun. Ah railguns. ::squeals::
by LilWhiteMouse
Thu Apr 28, 2016 2:08 pm
Forum: TCs, Full Games, and Other Projects
Topic: "(File)Size Matters" 64K Compo (Judging not underway)
Replies: 280
Views: 43745

Re: "(File)Size Matters" 64K Competition

Ran out of steam, so tacked on a quick end message when beaten.
by LilWhiteMouse
Mon Apr 18, 2016 11:50 am
Forum: Closed Bugs [GZDoom]
Topic: [2.9pre-521] Sound Sequences
Replies: 9
Views: 868

Re: [2.9pre-521] Sound Sequences

No change with increased channels.

I didn't notice before, but the western side door can be heard a little bit better then the eastern. The western door is the parent poly, and the eastern it's mirror if that makes any difference.
by LilWhiteMouse
Mon Apr 18, 2016 11:35 am
Forum: Closed Bugs [GZDoom]
Topic: [2.9pre-521] Sound Sequences
Replies: 9
Views: 868

Re: [2.9pre-521] Sound Sequences

I couldn't find any spot where the sound disappeared completely or had some odd volume. How many sound channels do you have set? All I have to do is face the doors from inside the base, or turn away from the doors outside. ZDoom says 32 channels. Also just to be sure, check that you're not using ...
by LilWhiteMouse
Mon Apr 18, 2016 11:12 am
Forum: Closed Bugs [GZDoom]
Topic: [2.9pre-521] Sound Sequences
Replies: 9
Views: 868

Re: [2.9pre-521] Sound Sequences

I just tried 2.9pre-786 and the issue is still present. I was hoping whatever my problem is was related to Nash's. I did a little more testing and it seems dependent on the player's facing, disregarding orientation to the poly. As long as I'm facing north, it plays as expected. Face south, and I can ...
by LilWhiteMouse
Tue Apr 05, 2016 11:28 am
Forum: Closed Bugs [GZDoom]
Topic: [2.9pre-521] Sound Sequences
Replies: 9
Views: 868

[2.9pre-521] Sound Sequences

Sound sequence volume is being weird. If I'm facing the polyobject, it's quiet to the point of silent. The further I face away from the poly, the louder the sound gets until I'm turned completely away.

I noticed it in Chibi Rebellion, the Rebel Base's main doors, Map11.
by LilWhiteMouse
Sun Apr 03, 2016 11:04 pm
Forum: TCs, Full Games, and Other Projects
Topic: "(File)Size Matters" 64K Compo (Judging not underway)
Replies: 280
Views: 43745

Re: "(File)Size Matters" 64K Competition

Not an official entry. https://c2.staticflickr.com/2/1580/25620238274_43d712bee2_m.jpg Computer map replacement. Shows the location of "hidden" monsters. Yellow indicates monsters with 150 HPs or more, and Red for 400 HPs or more. The brighter the color, the closer it is. Once picked up, it's always ...
by LilWhiteMouse
Mon Mar 28, 2016 9:28 am
Forum: Closed Bugs [GZDoom]
Topic: [ACC 1.55] #DEFINE'd Strings
Replies: 1
Views: 508

[ACC 1.55] #DEFINE'd Strings

http://forum.zdoom.org/viewtopic.php?f=3&t=51365 Attached file has two wads, Test153.wad and Test155.wad. Each using identical scripts, but compiled with ACC 1.53 and 1.55 respectively. The 1.53 version succeeds in comparing the #DEFINED'd string via ==, while the 1.55 version fails. Is the 1.53 ...
by LilWhiteMouse
Sun Mar 27, 2016 8:22 pm
Forum: Editing (Archive)
Topic: ACS/ACC issue
Replies: 8
Views: 768

Re: ACS/ACC issue

I see it applies here, but I don't understand the results. Is this a bug in 1.55, or was the previous behavior undefined "don't do that"?
by LilWhiteMouse
Sun Mar 27, 2016 6:32 pm
Forum: Editing (Archive)
Topic: ACS/ACC issue
Replies: 8
Views: 768

Re: ACS/ACC issue

What version of ACC you using?

[edit] I just tried your script, and it didn't work for me with the current ACC. Compiled it with my old version ACC, and it works.
[edit2] For clarification. It works in 1.53, but not in 1.55.
by LilWhiteMouse
Sun Mar 27, 2016 4:43 pm
Forum: Editing (Archive)
Topic: ACS/ACC issue
Replies: 8
Views: 768

Re: ACS/ACC issue

Prior, I've been using them here and there without issue. Was it just a fluke it's been working before? I actually started using them because long time ago I couldn't get a string comparison to work otherwise. This would fail: str Vars[1] = {"MyString"}; str CheckString = "MyString"; if (Vars[0 ...
by LilWhiteMouse
Sun Mar 27, 2016 3:47 pm
Forum: Editing (Archive)
Topic: ACS/ACC issue
Replies: 8
Views: 768

ACS/ACC issue

I recently updated ACC from an old copy, and just dusted off a project to play with. After recompiling the scripts with the new ACC though, I've encountered an issue. ACS snippet: #DEFINE SPAWN_SPECIAL "SPECIAL" str Items[256][5] = { //trimmed {"GateKey", "Gate Key", SPAWN_SPECIAL, "PickupQuest ...
by LilWhiteMouse
Sun Mar 27, 2016 11:35 am
Forum: Off-Topic
Topic: A HUGE ENEMY STANDS IN YOUR WAY. BE PRAYING.
Replies: 50
Views: 4660

Re: A HUGE ENEMY STANDS IN YOUR WAY. BE PRAYING.

Are you asking if Sin and Punishment is a thing that can be talked about here? No, was an honest quandary. To me, the Panzer Dragoon series (excl Saga) is definitely a rail shooter, but not really a SHMUP. But what about Afterburner? Star Fox? Space Harrier? Is it simply the vertical movement in ...

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