Search found 108 matches
- Mon Jul 20, 2009 1:34 pm
- Forum: Abandoned/Dead Projects
- Topic: doom2 meets zdoom( new progress page1 )
- Replies: 365
- Views: 19089
Re: doom2 meets zdoom d2mzd(PROJECT DEAD AND BURIED)
what can I say...saw this coming for a long time.
- Tue Jul 07, 2009 9:33 am
- Forum: Editing (Archive)
- Topic: A_ZoomFactor
- Replies: 22
- Views: 887
Re: A_ZoomFactor
well I guess my ACS scope is now obsolete.
Oh well, I lost that when my other computer broke anyway
Oh well, I lost that when my other computer broke anyway

- Wed Jul 01, 2009 9:55 am
- Forum: General
- Topic: Most Difficult monsters to deal with.
- Replies: 94
- Views: 6234
Re: Most Difficult monsters to deal with.
pretty much any of the AEoD spider mastermind/cyberdemon replacements. Especially...what's the spider mastermind one that starts with P?
- Tue Jun 30, 2009 9:30 pm
- Forum: General
- Topic: [SPRITES] Spriting Carnival!!
- Replies: 38025
- Views: 4636424
Re: [SPRITES] Spriting Carnival!!
wow marucio, those sprites are thoroughly kick-ass! keep working.
- Sat Jun 27, 2009 7:15 pm
- Forum: Abandoned/Dead Projects
- Topic: doom2 meets zdoom( new progress page1 )
- Replies: 365
- Views: 19089
Re: doom2 meets zdoom d2mzd(demo release first page)
linedef 658 in map 5 needs to have lower unpegged removed............
all in all the maps in the demo look pretty good. As for myself, i'm working on map18.

all in all the maps in the demo look pretty good. As for myself, i'm working on map18.
- Sat Jun 27, 2009 10:25 am
- Forum: Editing (Archive)
- Topic: seekermissile isn't seeking
- Replies: 15
- Views: 887
Re: seekermissile isn't seeking
sorry I never posted it, I was on vacation. I was going to post it before I left but I was having a problem with the old computer that it was on - turns out it finally died :( . I do remember that it had a see state that called A_MeleeAttack and A_Die both with a 0 duration. I'll look into it later ...
- Fri Jun 26, 2009 7:29 pm
- Forum: Abandoned/Dead Projects
- Topic: doom2 meets zdoom( new progress page1 )
- Replies: 365
- Views: 19089
Re: doom2 meets zdoom d2mzd(demo release first page)
sorry about the lack of response. I was on vacation last week and my internet acess was less than I expected (in that I had none). Anyway, I plan to start working on it tomorrow. I'll let you know what map I'm making just as soon as I know 

- Sat Jun 20, 2009 9:10 pm
- Forum: General
- Topic: ZDoom project ideas you have
- Replies: 5356
- Views: 688554
Re: ZDoom project ideas you have
that would be pretty cool. I'm not sure if you are talking about COD 4 or COD 5, but if it's 5, DoomerMrT had some very nice smooth WW2 weapons sprites, see if he's still planning on using them. If it's COD 4, I was starting a modern-style weapons mod a little while back, I could revisit that. EDIT ...
- Sat Jun 20, 2009 6:14 pm
- Forum: Editing (Archive)
- Topic: seekermissile isn't seeking
- Replies: 15
- Views: 887
Re: seekermissile isn't seeking
shall I post the code?
- Sat Jun 20, 2009 6:09 pm
- Forum: Abandoned/Dead Projects
- Topic: doom2 meets zdoom( new progress page1 )
- Replies: 365
- Views: 19089
Re: doom2 meets zdoom d2mzd(new monster added)
Hmm...I've thought about trying to do a Doom 2 remake several times but never actually tried because I knew that if I did it alone I would be releasing it about 10 years from now. So, one simple question: room for one more? I'd really like to work on something that (for once) I know that I'll finish ...
- Sat Jun 20, 2009 5:10 pm
- Forum: Editing (Archive)
- Topic: polyobject troubles
- Replies: 4
- Views: 239
Re: polyobject troubles
yep, PolyWait is exactly what I needed. Thanks for the info. I was hoping I wouldn't have to go through some hacky process of removing and replacing the line specials.
- Sat Jun 20, 2009 10:16 am
- Forum: Editing (Archive)
- Topic: polyobject troubles
- Replies: 4
- Views: 239
polyobject troubles
well, I never really bothered to learn about polyobjects, but now that I have I'm already running into problems. I have a polyobject sliding door. They way I want it to work is that as a player approaches it it opens and when they walk away it closes. Seems simple enough. I put together a script and ...
- Sat Jun 20, 2009 10:08 am
- Forum: Editing (Archive)
- Topic: Beast edit request
- Replies: 14
- Views: 375
- Fri Jun 19, 2009 1:44 pm
- Forum: Abandoned/Dead Projects
- Topic: Zanaveth's mods (STILL ALIVE!)
- Replies: 142
- Views: 11809
Re: Zanaveth's mods (IDIH demo soon!)
sure, just figured that if you knew you would do it eventually, I would get a head start, both because my mapping time may be (relatively speaking) limited and because I have no projects going on right now and I'd like to be working on something EDIT: heh, just thought ofsomething, if you wanted to ...
- Fri Jun 19, 2009 8:46 am
- Forum: Abandoned/Dead Projects
- Topic: Zanaveth's mods (STILL ALIVE!)
- Replies: 142
- Views: 11809
Re: Zanaveth's mods (IDIH demo soon!)
yea, definately too dark.
On another topic, I'f you're still interested at all in doing that remake of doom 2, I'd be glad to help. I've been thinking of doing something like that myself, but I knew I would never finish it alone. I could do a few maps, though.
On another topic, I'f you're still interested at all in doing that remake of doom 2, I'd be glad to help. I've been thinking of doing something like that myself, but I knew I would never finish it alone. I could do a few maps, though.