Search found 156 matches
- Sat Aug 08, 2020 12:30 am
- Forum: Feature Suggestions [GZDoom]
- Topic: A block line specifically for walking monsters (not player)
- Replies: 7
- Views: 1011
Re: A block line specifically for walking monsters (not play
Essentially it would just be useful in general to have a function that stopped walking monsters but not flyers, for a lot of different reasons: 1. Stop monsters falling off ledges making maps unmaxable, while still allowing flyers to pass over those ledges (also just line-blocking monsters on ...
- Fri Aug 07, 2020 10:45 pm
- Forum: Feature Suggestions [GZDoom]
- Topic: A block line specifically for walking monsters (not player)
- Replies: 7
- Views: 1011
A block line specifically for walking monsters (not player)
Since there's a block line for flying monsters specifically, it would be super useful (especially for something I'm working on right now!) to be able to block only walking monsters and allow flyers through. BLOCKF_CREATURES exists as a function but it is for blocking all walking monsters *including ...
- Sat Apr 02, 2016 10:37 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 592236
Re: GZDoom Builder 2.3
Yep, worked fine. Thanks a bunch!
- Sat Apr 02, 2016 7:35 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 592236
Re: GZDoom Builder 2.3
Having a problem updating GZDoom from 561. Seems to get stuck unpacking the 4th part of the update (4/6). If I manually update it, is it safe to just extract and replace the old GZDoom Builder files? Or is there another way?
- Sat Mar 26, 2016 10:08 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 592236
Re: GZDoom Builder 2.3
Ok, I managed to fix it. I looked at the error logs in AppData and there was an error in GZDoom builder that wasn't present in Doom Builder 2 (I'm guessing the error checking is more thorough in GZDB,) so I fixed the problem and suddenly everything worked. I'm guessing it was stopping the resource ...
- Sat Mar 26, 2016 10:28 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 592236
Re: GZDoom Builder 2.3
Since this particular monster is Categorize'd as Zombie, it would appear under Zombie rather than Decorate. Not sure if you read my post, but it DOES appear under Zombies in Doom builder 2 (which it should, as that is how I want it to appear,) but it (and all of my other custom monsters) don't ...
- Sat Mar 26, 2016 7:56 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 592236
Re: GZDoom Builder 2.3
For some reason all of my custom monsters (which work perfectly in Doom Builder 2) refuse to appear in GZDoom Builder. They all have DoomEd nums and are all categorised. Here is what they look like in Doom Builder 2 (the monsters themselves are listed under these categories): http://i.imgur.com ...
- Sat Mar 19, 2016 4:31 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 897979
Re: The "How do I..." Thread
Is there a way to stop transparent 3d floors (swimmable water) from looking ugly when looking up and out of the water? The way the transparency works means you get a pretty awful effect: http://i.imgur.com/MKirVzA.png I have seen screenshots from underwater in other maps (that have clearly used 3d ...
- Tue Mar 15, 2016 1:59 am
- Forum: General
- Topic: Monster Placement Discussion
- Replies: 4
- Views: 814
Re: Monster Placement Discussion
Thanks for the link, it was super useful! Still thought other people would be interested in discussing this though... 
- Mon Mar 14, 2016 5:01 am
- Forum: Levels
- Topic: Some level I made a while back
- Replies: 6
- Views: 1006
Re: Some level I made a while back
Symmetry: Try and avoid it as much as possible, at least in terms of layout. Generally, having the same things, the same sectors, the same whatnot on both sides of an area = big no. I would have to slightly disagree with this. Although symmetry can be boring, it can sometimes make areas feel ...
- Mon Mar 14, 2016 2:30 am
- Forum: General
- Topic: Monster Placement Discussion
- Replies: 4
- Views: 814
Monster Placement Discussion
I've been thinking about how important monster placement is lately and wanted to start a discussion about it on here to get some ideas. I often find I will spend a huge amount of time creating a meticulously detailed room in my map and then haphazardly throw monsters in without taking half the time ...
- Mon Mar 14, 2016 2:15 am
- Forum: General
- Topic: Doom Builder 2 Issue
- Replies: 12
- Views: 1447
Re: Doom Builder 2 Issue
All of the monsters have unique DoomEd nums, which is why I don't understand it, because as I said, they all work in Doom Builder just fine. I'll have to look through the resources I'm loading regarding the double defined issue. The only errors are either regarding that problem or with Decorate not ...
- Sun Mar 13, 2016 12:12 am
- Forum: General
- Topic: Doom Builder 2 Issue
- Replies: 12
- Views: 1447
Re: Doom Builder 2 Issue
Well unless GZDoom Builder has a different way of checking for monsters in decorate files I'm not sure what the issue is. Every monster is defined correctly and appears as they should both in the drop down "things" menu and in visual mode in Doom Buidler 2, whereas in GZDB they don't appear in ...
- Sat Mar 12, 2016 12:49 am
- Forum: General
- Topic: What was the first weapon mod made?
- Replies: 3
- Views: 781
Re: What was the first weapon mod made?
Did SuperWeps come with Dehacked as a demo or something? I feel like that has to be one of the earliest; it was certainly the first mod I played.
- Sat Mar 12, 2016 12:03 am
- Forum: General
- Topic: Doom Builder 2 Issue
- Replies: 12
- Views: 1447
Re: Doom Builder 2 Issue
Well all of my custom monsters/weapons aren't loading properly again (everything appears as question marks; I had the same issue with Doom Builder 2 originally,) and I really cannot be bothered fixing it all over again, so I think I'll stick to Doom Builder for now -I can't even remember what I had ...