Search found 35 matches

by fiendohell
Thu Jul 05, 2012 11:01 am
Forum: Editing (Archive)
Topic: Are UDMF property functions implemented?
Replies: 3
Views: 275

Re: Are UDMF property functions implemented?

Dear god no...

What are the future plans for these functions?!?
by fiendohell
Thu Jul 05, 2012 2:07 am
Forum: Editing (Archive)
Topic: Are UDMF property functions implemented?
Replies: 3
Views: 275

Are UDMF property functions implemented?

I noticed GetThingUDMFInt() always returns 0 no matter what I try. From looking around the forums, I get the impression these functions were never fully implemented which really sucks for me because I had planned a project around the extensive use of UDMF properties. Below I have attached a small ...
by fiendohell
Sun Jan 29, 2012 8:11 pm
Forum: Editing (Archive)
Topic: Do play testing scripts exist? (posted a utility)
Replies: 4
Views: 291

Re: Do play testing scripts exist?

That's a great tip chopkinsca and one I'll be bound to use in the near future. I'll go ahead and post up the utility I was working on: DOWNLOAD PLAY TESTER UTILITY HERE Its a self-contained ACS library wad meant to be paired with any wad that can run under zdoom. Just press T or configure your ...
by fiendohell
Sun Jan 29, 2012 7:42 pm
Forum: Editing (Archive)
Topic: Do play testing scripts exist? (posted a utility)
Replies: 4
Views: 291

Re: Do play testing scripts exist?

Never mind. After some experimenting, its just not possible to return what sector the player is in OR the line they are looking at unless the map was constructed in a very peculiar way in which every line and sector had its own tag and ID. It just isn't worth the effort. The most I was able to ...
by fiendohell
Sun Jan 29, 2012 3:30 pm
Forum: Editing (Archive)
Topic: Do play testing scripts exist? (posted a utility)
Replies: 4
Views: 291

Do play testing scripts exist? (posted a utility)

So is there suite of scripts that exist out there that could assist one in play testing maps? For instance, it tells the player which sector they are in and what line they are looking at. I ask this because I actually started one, and before I put to much time and effort into it, I'd like to know if ...
by fiendohell
Sun Dec 25, 2011 11:05 pm
Forum: Editing (Archive)
Topic: Shadow Warrior Weapons DEC code?
Replies: 0
Views: 168

Shadow Warrior Weapons DEC code?

Does anybody know If decorate code for Shadow Warrior weapons exists out there? Google always leads to some jag off on YouTube who miraculously ported the weapons over 1:1 perfect but doesn't share the code. I have the sprites, and If I have to, I'll code the weapons, but only if there isn't already ...
by fiendohell
Fri Nov 11, 2011 3:20 am
Forum: Editing (Archive)
Topic: Finding the complete Hexen SNDINFO lump
Replies: 2
Views: 343

Finding the complete Hexen SNDINFO lump

Hello,

when I went over to the wiki to pull out predefined SNDINFO code, I noticed the HEXEN section was missing parts. More specifically its missing the weapon/ definitions. Does anybody have the full copy they can post up? Thanks!
by fiendohell
Mon Nov 07, 2011 11:20 pm
Forum: Editing (Archive)
Topic: zdoom refuses to render my sprite
Replies: 4
Views: 320

Re: zdoom refuses to render my sprite

Got it to work. Thanks for all your help TheDarkArchon!
by fiendohell
Mon Nov 07, 2011 8:10 pm
Forum: Editing (Archive)
Topic: zdoom refuses to render my sprite
Replies: 4
Views: 320

Re: zdoom refuses to render my sprite

Well I fixed the file structure but now I can't get my maps to load. I have no idea what I am doing wrong. *EDIT* Gotta run so no time to test, but do I need to load map with MAPINFO here? New Test FIle DL I tried putting the sprite under /sprite and /hires. Under /sprite zdoom came up with an error ...
by fiendohell
Mon Nov 07, 2011 2:35 pm
Forum: Editing (Archive)
Topic: zdoom refuses to render my sprite
Replies: 4
Views: 320

zdoom refuses to render my sprite

Ok here is what I did with sprite file TESTA0: -ported a true color png over to slade -slade -> convert gfx -> palleted png (shadowwarrior -> doom ). Download test file here . When I run it under zdoom 2.5, I get a rhombus box instead of my sprite. I tried doom format to with no luck. Help ...
by fiendohell
Thu Nov 03, 2011 5:51 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 897991

Re: The "How do I..." Thread

I believe the only way is to create a pwad with the lumps you want to use. I feared this was the case. So how would one go about mass distributing a project that utilizes resources from a bunch of IWADs? I'm not 100% sure on this, but it probably illegal. Also, I think it would put potential player ...
by fiendohell
Thu Nov 03, 2011 4:59 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 897991

Re: The "How do I..." Thread

I have a question. Is there a way to exclude certain lumps in a wad from being loaded. For instance, if all i wanted from the HERETIC.WAD were a couple of sprites, how would I go including it in my my doom 2 project without also loading all the other lumps. Otherwise, the heretic wad will just ...
by fiendohell
Thu Aug 05, 2010 12:23 am
Forum: Editing (Archive)
Topic: Can't #import library
Replies: 10
Views: 990

Re: Can't #import library

Ah, I see the error of my ways. I was under the impression that ACC could somehow read compiled files or something. So in SLumpED, I put the MAPSET.acs (the library file) in my wad, compiled that, and used LOADACS lump to reference it like I did before since all the maps in the game need to ...
by fiendohell
Wed Aug 04, 2010 9:41 pm
Forum: Editing (Archive)
Topic: Can't #import library
Replies: 10
Views: 990

Re: Can't #import library

MAPSET is a compiled file, so don't I have to use #import? Wait, why are you trying to import MAPSET...if it's already being loaded by LOADACS? LOADACS will automatically add the scripts in the ACS file without them needing to be #imported. If i take out the import statement, it doesn't recognize ...
by fiendohell
Wed Aug 04, 2010 8:35 pm
Forum: Editing (Archive)
Topic: Can't #import library
Replies: 10
Views: 990

Can't #import library

I can't access library scripts using #import. I have the compiled library between start and end lumps and I have it referenced in LOADACS. This is how I have my files setup: mapset.acs (library) #library "mapset" #include "zcommon.acs" ...... BEHAVIOR #import "mapset" #include "zcommon.acs ...

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