Search found 125 matches

by Surreal Doomer
Mon Jun 15, 2009 2:44 pm
Forum: Editing (Archive)
Topic: Extracting Blood Graphics
Replies: 9
Views: 456

Re: Extracting Blood Graphics

You want to extract resources from Blood, and yet you're posting on a ZDoom forum? :bang: The logical thing to do would be to search for a site dedicated to Blood. A quick search on Google, looking for "blood" and "editing" gives: Planet Blood Another site to consider is: Deathmask.net I posted ...
by Surreal Doomer
Sun Jun 14, 2009 3:49 pm
Forum: Editing (Archive)
Topic: Extracting Blood Graphics
Replies: 9
Views: 456

Re: Extracting Blood Graphics

ZBlood merely replaced the graphics of Doom with Blood and mixed in a couple levels. I'm going for the real deal.

Thanks for that tip. I'll give it a whirl.
by Surreal Doomer
Sun Jun 14, 2009 3:19 pm
Forum: Editing (Archive)
Topic: Extracting Blood Graphics
Replies: 9
Views: 456

Extracting Blood Graphics

Hello. I'm about to start my first serious project, a porting of Blood over to GZdoom. (need 3D floors)

However, I need some pointers on how to extract Blood graphics.

Anyone know how?
by Surreal Doomer
Sat Jun 06, 2009 7:52 pm
Forum: Closed Bugs [GZDoom]
Topic: UDMF Format - Line Identification doesn't work
Replies: 9
Views: 799

Re: UDMF Format - Line Identification doesn't work

If you take a look, I also pointed out that the tag in Doom Builder 2 doesn't work. Not just the line special.
by Surreal Doomer
Sat Jun 06, 2009 2:48 pm
Forum: Closed Bugs [GZDoom]
Topic: UDMF Format - Line Identification doesn't work
Replies: 9
Views: 799

UDMF Format - Line Identification doesn't work

I was playing in a map I made previously that I converted to UDMF format and I noticed something important - linedef identification doesn't work! I've tried line action 121, the tag option in DB 2, and both, but none work.
by Surreal Doomer
Sat May 16, 2009 10:45 am
Forum: Editing (Archive)
Topic: 2 Problems... (DECORATE and MODELDEF, seperate)
Replies: 3
Views: 235

Re: 2 Problems... (DECORATE and MODELDEF, seperate)

I'll give that combined-texture thing a try at some point, but the DECORATE problem takes presidence. Any suggestions?

UPDATE: The error disappears (for the most part) in the latest SVN version of (G)Zdoom.
by Surreal Doomer
Thu May 14, 2009 7:45 pm
Forum: Editing (Archive)
Topic: Doom Builder 2 thread
Replies: 1027
Views: 75949

Re: Doom Builder 2 thread

Is there a GZDoom UDMF configuration somewhere?

Also, is there a way to change the selection radius of lines/sectors/things? I mean the distance from the cursor that selects a linedef.
by Surreal Doomer
Sun May 10, 2009 8:35 pm
Forum: Closed Bugs [GZDoom]
Topic: (Chex Quest) Flem Mines can harm other Flemoids
Replies: 3
Views: 271

(Chex Quest) Flem Mines can harm other Flemoids

I have been playing Chex Quest 3 as of late, and have noticed a bug in the Lost Soul-replacement Flemoid, the Flem Mine. When it performs a charge attack, if it runs into another Flemoid, it will harm it. In Chex Quest, the Flemoids are never supposed to harm each other.
by Surreal Doomer
Tue Apr 28, 2009 8:03 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: [ACS] ENTER and OPEN script variants
Replies: 20
Views: 1389

Re: [ACS] ENTER and OPEN script variants

I fail. I missed the savegame part.
by Surreal Doomer
Tue Apr 28, 2009 4:18 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: [ACS] ENTER and OPEN script variants
Replies: 20
Views: 1389

Re: [ACS] ENTER and OPEN script variants

This sounds a lot like LOADACS.
by Surreal Doomer
Sun Apr 26, 2009 3:39 pm
Forum: Editing (Archive)
Topic: 2 Problems... (DECORATE and MODELDEF, seperate)
Replies: 3
Views: 235

2 Problems... (DECORATE and MODELDEF, seperate)

Hey. I turned my attention on Chex Quest for a bit a few weeks ago. I decided to make a reloading system for all of the Zorchers. It works perfectly, but there is one problem. Allow me to explain. Let's say I have the Mini Zorcher (Pistol conversion), which takes 12 shots before it has to reload. I ...
by Surreal Doomer
Sun Mar 15, 2009 7:15 pm
Forum: Editing (Archive)
Topic: Damage the player when he/she hits walls?
Replies: 16
Views: 1047

Re: Damage the player when he/she hits walls?

Yes, but I already said - having each and every wall execute the script is impractical.
by Surreal Doomer
Sun Mar 15, 2009 3:32 pm
Forum: Editing (Archive)
Topic: Damage the player when he/she hits walls?
Replies: 16
Views: 1047

Re: Damage the player when he/she hits walls?

Well, the thing I want to achieve when the player hits a wall is to thrust him/her backward and inflict some damage, not totally destroy him/her.
by Surreal Doomer
Sun Mar 15, 2009 3:27 pm
Forum: Editing (Archive)
Topic: Checkin for Collision(someone who knows acs)
Replies: 13
Views: 675

Re: Checkin for Collision(someone who knows acs)

Monitor the actor's velocity in direction of motion every tic. When there is a sudden, drastic drop in velocity it is clear something has gotten into the actor's way. If the direction of motion changes, then the actor has grazed off something (e.g. hit a wall at an angle and is now sliding along it ...
by Surreal Doomer
Sat Mar 14, 2009 9:31 pm
Forum: Editing (Archive)
Topic: Damage the player when he/she hits walls?
Replies: 16
Views: 1047

Re: Damage the player when he/she hits walls?

I already considered that possibility. It is quite impractical, thus it is my last resort.

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