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by insertwackynamehere
Tue Jul 29, 2014 6:33 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.7.1] Bug : Generic_Floor crushing not working
Replies: 2
Views: 370

Re: [2.7.1] Bug : Generic_Floor crushing not working

Okay so looking at `p_floor.cpp` it looks like on line 323, `m_Crush` is set to -1, not the `crush` integer argument passed into the `EV_DoFloor` function. In some cases, of `floortype`, `m_Crush` gets set but not for `floorRaiseByValue` (line 364). I was using Generic_Floor to get around the ...
by insertwackynamehere
Tue Jul 29, 2014 6:10 pm
Forum: Closed Bugs [GZDoom]
Topic: [2.7.1] Bug : Generic_Floor crushing not working
Replies: 2
Views: 370

[2.7.1] Bug : Generic_Floor crushing not working

Set up a trigger for a generic floor change. The floor change has a proper sector tag, movement speed, movement amount, movement offset target and an options flag set. The options flag is set to 24 (16 | 8, crusher and raise respectively). However, while the floor raises as expected, it does not ...
by insertwackynamehere
Mon May 30, 2011 7:39 pm
Forum: Tutorials
Topic: The official "ZDoom on Mac OS X" thread.
Replies: 440
Views: 225833

Re: The unofficial "ZDoom on Mac OS X" thread.

If a GUI launcher for ZDoom was made for OS X, you wouldn't need to bundle it with ZDoom, just get it mentioned in the Wiki and on the forums so that people looking around can find it. Have it automagically point to where it expects ZDoom (allowing of course for advanced users to specify) and boom ...
by insertwackynamehere
Sun Apr 24, 2011 9:50 am
Forum: Tutorials
Topic: The official "ZDoom on Mac OS X" thread.
Replies: 440
Views: 225833

Re: The unofficial "ZDoom on Mac OS X" thread.

Are you saying Mac users are stingy people who don't like paying more than they could? :p 99cent iPhone apps spoiled them. Joking aside Mac users!=Mac developers as the next line will prove. Unless it's an issue with the compiler included with XCode 4 (I don't have it since I'm not paying $5 for it ...
by insertwackynamehere
Sat Apr 23, 2011 11:38 am
Forum: Tutorials
Topic: The official "ZDoom on Mac OS X" thread.
Replies: 440
Views: 225833

Re: The unofficial "ZDoom on Mac OS X" thread.

I understand issues people have with IDE bloat but for a project like ZDoom, it becomes really hard to hand-maintain everything in texteditors (in my opinion). That's why I use pseudo-IDEs. :p also $5 for XCode? I remember buying Visual Studio in high school for like hundreds of dollars. Cue people ...
by insertwackynamehere
Sat Apr 23, 2011 1:40 am
Forum: Tutorials
Topic: The official "ZDoom on Mac OS X" thread.
Replies: 440
Views: 225833

Re: The unofficial "ZDoom on Mac OS X" thread.

Don't think anyone here is going be spending $5 for Xcode4. I have Xcode already because I'm a developer and the people who would rather use Xcode to build than cmake/make would already have reason to have Xcode :P That being said, I have absolutely no clue how to successfully build this from the ...
by insertwackynamehere
Fri Apr 22, 2011 7:49 pm
Forum: Tutorials
Topic: The official "ZDoom on Mac OS X" thread.
Replies: 440
Views: 225833

Re: The unofficial "ZDoom on Mac OS X" thread.

I really hate to bump this but I didn't think this would be worth it's own thread and I feel like some people could use this, especially with the advent of Xcode 4. I am relying on this "Reviving" dead discussions will probably get you yelled at - there is likely a reason why nobody has posted in a ...
by insertwackynamehere
Fri Oct 21, 2005 10:34 pm
Forum: ZDoom (and related) News
Topic: The Future
Replies: 223
Views: 43494

ZDoom Additional Actor Class Scripting Language

ZDAACSL
by insertwackynamehere
Thu Oct 13, 2005 8:17 am
Forum: Editing (Archive)
Topic: Official DeCorEd Thread!
Replies: 108
Views: 7655

also it should be noted that DeCorEd is now going to be the name of the parser engine (Java part) and the actual DEFAULT frontend I plan to release will be called XND (XND's Not DeCorEd).
by insertwackynamehere
Wed Oct 12, 2005 9:20 pm
Forum: Editing (Archive)
Topic: Official DeCorEd Thread!
Replies: 108
Views: 7655

heh yeah. Oh yeah by thought of it I mean I thought of it separatly but you thought of it first :)
by insertwackynamehere
Wed Oct 12, 2005 7:41 pm
Forum: Editing (Archive)
Topic: Official DeCorEd Thread!
Replies: 108
Views: 7655

*bump* This is an almost pointless bump, but I have a question: Where did the name DeCorEd come from? Because I searched the forums, and the earliest occurance of that name was uttered by yours truly in April 2004, whereas this thread was started in September 2004. Was my idea for a name stolen? I ...
by insertwackynamehere
Tue Oct 11, 2005 6:14 pm
Forum: ZDoom (and related) News
Topic: The Future
Replies: 223
Views: 43494

Graf Zahl wrote:Extend it. Replacing would be counterproductive.
ok heh so it wont be a waste of my time to continue DeCorEd :P however if worst comes to worse, I'll just make DeCorEd a general lump manager for other text lumps instead, so its all good :)
by insertwackynamehere
Tue Oct 11, 2005 4:31 pm
Forum: ZDoom (and related) News
Topic: The Future
Replies: 223
Views: 43494

so.. is this new script going to be similar to DECORATE or completly replace it?
by insertwackynamehere
Sat Oct 08, 2005 10:30 pm
Forum: Editing (Archive)
Topic: Official DeCorEd Thread!
Replies: 108
Views: 7655

ok before you guys read this I AM NOT MAKING ANY PROMISES. I am a junior in HS right now and I dont have a lot of free time. But I have started working on DeCorEd again, I think. I am rewriting the parsing engine in Java. It will be much more dynamic (all Decoration data is loaded in through ...
by insertwackynamehere
Tue Jun 07, 2005 4:56 pm
Forum: Editing (Archive)
Topic: Trouble with an ROR trick
Replies: 10
Views: 545

Aha. My ACS skills are old and weak, but in my looking around I found this: http://www.doomworld.com/idgames/index.php?id=12456 Note the last section. With some tweaking that could probably produce the effect you want. Guess the bridge things are necessary after all. heh beat me to pimping my map ...

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