Search found 125 matches
- 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 ...
- 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.
Thanks for that tip. I'll give it a whirl.
- 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?
However, I need some pointers on how to extract Blood graphics.
Anyone know how?
- 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.
- 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.
- 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.
UPDATE: The error disappears (for the most part) in the latest SVN version of (G)Zdoom.
- 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.
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.
- 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.
- 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.
- 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.
- 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 ...
- 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.
- 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.
- 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 ...
- 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.