Search found 88 matches

by Paar
Sun Oct 17, 2021 2:34 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1045
Views: 412517

Re: Ultimate Doom Builder

Worked flawlessly, thank you very much!
by Paar
Sun Oct 17, 2021 12:57 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1045
Views: 412517

Re: Ultimate Doom Builder

The "thingflags" block is correct. It's additive, though, so whatever you put in your "thingflags" block gets added to the existing one. Assuming you made a copy of the GZDoom UDMF config: what you'll have to do is to make a copy of ZDoom_misc.cfg, go to the "thingflags" block in the "mapformat ...
by Paar
Sat Oct 16, 2021 8:47 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1045
Views: 412517

Re: Ultimate Doom Builder

We have our own difficulty levels in our project and I have a hard time associate those skill levels with things flags in thing details window (we are using MAPINFO for skills definition). Right now I see some default values, like Skill 1 - 8 and Class 1 - 5. How to get rid of it? What is needed to ...
by Paar
Mon Sep 20, 2021 2:00 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1045
Views: 412517

Re: Ultimate Doom Builder

Loading order does work too but the thing is I cannot use my ipk3 as a default resource in my game configuration because in that case it's grayed out and not movable.
by Paar
Mon Sep 20, 2021 1:46 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1045
Views: 412517

Re: Ultimate Doom Builder

You're right, it doesn't work because it is located in GZDoom.pk3 too. Unfortunately I have to include it as resource because I get tons of errors if I don't. Is there any workaround?

EDIT: I have removed the lockdefs file from GZDoom.pk3 and it work great now.
by Paar
Mon Sep 20, 2021 12:34 pm
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1045
Views: 412517

Re: Ultimate Doom Builder

Alright, fair enough. In that case, is there something wrong in our lockdefs file? Only locks 100 and 228 are being shown, is it possible that UDB has a problem with those Zscript classes names in other definitions? I have checked our Zscript files and there are no typos in the class names ...
by Paar
Mon Sep 20, 2021 11:08 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1045
Views: 412517

Re: Ultimate Doom Builder

Hi everyone! I'm preparing configuration files for GZDoom TC project and have hard time getting custom keys working in UDB when editin a linedef. I have a main configuration file names GZDoom_{project_abbrev}_UDMF.cfg and in that file I have this section: enums { // Basic game enums include ...
by Paar
Thu Sep 05, 2019 12:27 pm
Forum: Levels
Topic: ZDoom Community 2018 HeXmas Special! [v1.1]
Replies: 79
Views: 17301

Re: ZDoom Community 2018 HeXmas Special! [Final Release]

Manhs wrote:Your first map??? omg
I hope to see more maps from you in the future for Heretic or Hexen xD
You can count on it, maybe next year I'll try to create something again. It's motivating that you like the map, thanks for that.
by Paar
Fri Aug 30, 2019 5:33 am
Forum: Levels
Topic: ZDoom Community 2018 HeXmas Special! [v1.1]
Replies: 79
Views: 17301

Re: ZDoom Community 2018 HeXmas Special! [Final Release]

Castle map is maybe my favorite custom Hexen map, it was such a great castle surrounded by snow with complex exploration loved it! (who made it?) That was my doing, I'm glad that you have enjoyed it. It was my first Hexen map so I'm happy it turned to be fun. I did a Heretic map last year that's ...
by Paar
Wed Mar 20, 2019 7:26 am
Forum: Creation, Conversion, and Editing
Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Replies: 3112
Views: 398617

Re: SLADE Discussion - Latest: v3.1.4 (26/Dec/2018)

I have two questions regarding map editor: 1. Is it possible to add a filter in the texture window so I could display textures only of set size? This is in Doom Builder and I would appreciate it in SLADE. 2. Is it possible to change properties of a wall or of a flat when in 3D mode? Right-clicking ...
by Paar
Thu Dec 27, 2018 3:16 pm
Forum: Levels
Topic: ZDoom Community 2018 HeXmas Special! [v1.1]
Replies: 79
Views: 17301

Re: ZDoom Community 2018 HeXmas Special!

That was an oversight on my part. I've fixed it ;).
by Paar
Sun Dec 02, 2018 1:32 am
Forum: Game Engines
Topic: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)
Replies: 579
Views: 131713

Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

I was mainly interested in the state of ACS scripting as I have an idea for a mod that would heavily rely on it. Of course broadening compatibility with other games is good news too.
by Paar
Sat Dec 01, 2018 1:06 pm
Forum: Creation, Conversion, and Editing
Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Replies: 3112
Views: 398617

Re: SLADE Discussion - Latest: v3.1.2 (27/Nov/2018)

Nice knowing someone is onto it. There are of course other problems, like not displaying all kind of slopes. I'm sure someone will address that too eventually.
by Paar
Sat Dec 01, 2018 9:26 am
Forum: Creation, Conversion, and Editing
Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Replies: 3112
Views: 398617

Re: SLADE Discussion - Latest: v3.1.2 (27/Nov/2018)

Any plans for improving map editor further, i.e. to show sloped 3D floores in 3D view? There are still some UDMF features that are not displayed properly.
by Paar
Sat Dec 01, 2018 8:29 am
Forum: Game Engines
Topic: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWolf)
Replies: 579
Views: 131713

Re: The official "ZDoom on Wolfenstein 3D" thread. (aka ECWo

What condition is the engine in? I have tried to find some info on any new features but haven't find much. Is ACS VM implemented yet? Or are you working primarily on compatibility with other Wolf3D engine games?

Go to advanced search