Search found 57 matches

by Big-Boss
Sun Mar 21, 2010 10:25 am
Forum: Creation, Conversion, and Editing
Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Replies: 3112
Views: 399603

Re: SLADE3 beta (testing release, beta2 up)

I would probably use SLADE instead of DB if SLADE supported UDMF.
by Big-Boss
Wed Mar 17, 2010 9:07 am
Forum: General
Topic: Oh yeah, Skulltag got open-sourced.
Replies: 20
Views: 1496

Re: Oh yeah, Skulltag got open-sourced.

All of this is precisely why I loathe multiplayer games.
by Big-Boss
Tue Mar 16, 2010 9:30 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: QZDoom
Replies: 3
Views: 655

Re: QZDoom

Even my ancient P.O.S has OpenGL... :|. I had to get extra drivers but still.....this is reinventing the wheel just to solve a flat tire.
by Big-Boss
Mon Mar 15, 2010 9:40 pm
Forum: Off-Topic
Topic: The WIP Thread
Replies: 30881
Views: 2149427

Re: WHAT THE HELL are you working on (WIP THREAD not gossip)

Fæn, that looks good. But the floor textures on the grey brick pillar things looks....odd to me. Just my opinion.
by Big-Boss
Mon Mar 15, 2010 6:52 pm
Forum: Abandoned/Dead Projects
Topic: Ghostbusters Doom (Need some mappers)
Replies: 32
Views: 2692

Re: Ghostbusters Doom (Need some mappers)

So in other words you really don't have anything but a concept...at all...

Do you at least have the beginnings of an actual WAD/PK3 file? DECORATE and so on?
by Big-Boss
Mon Mar 15, 2010 2:52 pm
Forum: Abandoned/Dead Projects
Topic: Ghostbusters Doom (Need some mappers)
Replies: 32
Views: 2692

Re: Ghostbusters Doom (Need some mappers)

I could help with DECORATE if needed, but we will see what trooper077 says. When he contacts me I will see what I can do graphics wise.
by Big-Boss
Mon Mar 15, 2010 2:43 pm
Forum: Abandoned/Dead Projects
Topic: Ghostbusters Doom (Need some mappers)
Replies: 32
Views: 2692

Re: Ghostbusters Doom (Need some mappers)

esselfortium wrote:
Big-Boss wrote:Very true, recruiting is probably more suited to ModDB and Doomworld.
Doomworld? Say what? :|
Their forums. I am not detracting from this site but that place is more of a general hub for doom and I think people would have more luck finding a person or two there.
by Big-Boss
Mon Mar 15, 2010 2:36 pm
Forum: Abandoned/Dead Projects
Topic: Ghostbusters Doom (Need some mappers)
Replies: 32
Views: 2692

Re: Ghostbusters Doom (Need some mappers)

Very true, recruiting is probably more suited to ModDB and Doomworld. But whether or not you have been around a long time in /other/ forums still makes you new to THIS forum ;). But that is just semantics. Anyway, joining the team wouldn't really fit into my time schedule, but I explained everything ...
by Big-Boss
Mon Mar 15, 2010 1:50 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: A_JumpIfTargetVisible
Replies: 7
Views: 631

Re: A_JumpIfTargetVisible

I think it should have an inverse version or flag too, to make it more flexible. For example, if an enemy loses sight of its target it stops pursuing or execute some special power or what have you.
by Big-Boss
Mon Mar 15, 2010 1:46 pm
Forum: Abandoned/Dead Projects
Topic: Ghostbusters Doom (Need some mappers)
Replies: 32
Views: 2692

Re: Ghostbusters Doom (Need some mappers)

Let us not be too harsh. Yes, he is n00bish and a bit....yeah...but lets not crucify him....just yet. I still think he has 1 or 2 strikes left =P.



(I'm sorry I just cannot bring myself to smack down a n00b before he has been here for more than a week and seriously deserves it by then)
by Big-Boss
Mon Mar 15, 2010 1:35 pm
Forum: Resources
Topic: Ronald McDonald!
Replies: 6
Views: 3287

Re: Ronald McDonald!

Looks a little more like Pennywise in that sprite....epic....
by Big-Boss
Mon Mar 15, 2010 12:40 pm
Forum: Abandoned/Dead Projects
Topic: Ghostbusters Doom (Need some mappers)
Replies: 32
Views: 2692

Re: Ghostbusters Doom (Need some mappers)

No, i would not force at gun-point, allthough i would probably be a bit strict. I don' t do strict, I have a full plate plus a half of another plate (as Dark Fox said we /all/ have our own issues). I can pick up whatever overflows, because graphics can get backed up pretty quickly. But I warn you ...
by Big-Boss
Mon Mar 15, 2010 1:50 am
Forum: Abandoned/Dead Projects
Topic: Ghostbusters Doom (Need some mappers)
Replies: 32
Views: 2692

Re: Ghostbusters Doom (Need some mappers)

This is one thing that kinda bugs me with the Doom forums today. So, uhm, we are basically not allowed to post anything until we actualy have a project. So how are we supposed to recruit people on to the project? I always thought that that is what the formuns were for, sparking interest, help and ...
by Big-Boss
Sun Mar 14, 2010 9:37 pm
Forum: Closed Bugs [GZDoom]
Topic: FastProjectiles Don't Die?
Replies: 10
Views: 1164

Re: FastProjectiles Don't Die?

In my own project I use FastProjectile for almost every weapon projectile (5 out of the 7 weapons are laser based) and I do not encounter this problem (however I use GZDoom, not sure if that makes a difference). All of my laser projectiles die on all walls with speeds of 150+. Infact, one weapon ...
by Big-Boss
Sun Mar 14, 2010 3:12 pm
Forum: Editing (Archive)
Topic: Chaingun whirring sound?
Replies: 10
Views: 918

Re: Chaingun whirring sound?

The Weapons Resource WAD has a good one too, with a rev-up and slow-down sound to accompany them. But if I am not mistaken, it is taken from DooM³.

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