Search found 12 matches

by Ian Maxwell
Wed Jun 15, 2005 4:55 pm
Forum: Closed Bugs [GZDoom]
Topic: [Duplicate] Bug: Face disappears from status bar
Replies: 23
Views: 1353

Sorry... I figured someone would have noticed it by now, but somehow failed to find any of the relevant threads (and of course found them all as soon as I posted).
by Ian Maxwell
Wed Jun 15, 2005 4:37 pm
Forum: Closed Bugs [GZDoom]
Topic: [Duplicate] Bug: Face disappears from status bar
Replies: 23
Views: 1353

[2.0.96] Bug: Face disappears from status bar

When I first begin playing a game, the face image appears in the status bar. On respawn or changing levels with IDCLEV, the face image disappears. It comes back if I go to the player setup menu and start going through the skins (so I move away from the base skin and right back).
by Ian Maxwell
Tue Jun 14, 2005 12:44 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: An exceptionally weird idea: intentional desynchronization
Replies: 1
Views: 615

An exceptionally weird idea: intentional desynchronization

I have no idea if this is even in the realm of possibility. I'm more floating an idea than making a request, really. Would it be possible to add a "desync" flag to specials that would allow them to occur only for the player that activated them, and not be reported to other players? As for why in the ...
by Ian Maxwell
Wed Jun 08, 2005 8:53 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Spawn player at height of starting point.
Replies: 6
Views: 1232

Altering the ZHeight does not work, as I said in the original post. Using the bridge thing does not work, because altering the ZHeight does not work. The player spawns on the floor of the sector, not on top of the highest thing there. The instant lift and teleport might work, but they are in fact ...
by Ian Maxwell
Wed Jun 08, 2005 11:20 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Spawn player at height of starting point.
Replies: 6
Views: 1232

Spawn player at height of starting point.

Particularly now that people are using bridge things all over the place, it would be nice to have a simple way to start the player at something other than the floor of the sector. Currently, givin the player start a height other than zero doesn't acomplish this. If that could be changed, it would be ...
by Ian Maxwell
Mon Jun 06, 2005 11:10 pm
Forum: Editing (Archive)
Topic: Trouble with an ROR trick
Replies: 10
Views: 545

Actually, after playing around with different ideas for a bit, gotten something close to the effect I wanted using things with the Floor_RaiseInstant and Floor_LowerInstant specials, targeting the sector with the dummy floor and ceiling. It won't hold up to multiplayer (or IDCLIP), but should work ...
by Ian Maxwell
Mon Jun 06, 2005 8:58 pm
Forum: Editing (Archive)
Topic: moving camera won't work.
Replies: 4
Views: 255

Well, that'll never do. I recommend setting it up so it works, instead.

(Give some more specific information about what you did, ideally with attached file, and someone might have some more specific advice.)
by Ian Maxwell
Mon Jun 06, 2005 9:46 am
Forum: Editing (Archive)
Topic: Trouble with an ROR trick
Replies: 10
Views: 545

Graf Zahl wrote:It seems you want both upper and lower parts rendered simultaneously.
Not simultaneously. That's what the water is for.
by Ian Maxwell
Sun Jun 05, 2005 11:09 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Real room above room
Replies: 36
Views: 7612

Okay, but there's already a port (rorDoom) that, while it never did make it out of alpha, did in fact have true ROR support (as true as Duke Nukem, anyway). Why not track down the author and beg for permission to yoink the code?
by Ian Maxwell
Sun Jun 05, 2005 10:23 pm
Forum: Editing (Archive)
Topic: Trouble with an ROR trick
Replies: 10
Views: 545

Trouble with an ROR trick

Okay, so I had an idea today for a use of the Transfer_Heights tag and bridge things. Basically, build a platform that sits on top of deep water, use the bridge-things so that you can stand on it, use Transfer_Heights to give it a visible top and bottom, and use offset middle textures to define the ...
by Ian Maxwell
Tue Mar 16, 2004 4:36 pm
Forum: Editing (Archive)
Topic: Problems with DECORATE and new actors
Replies: 9
Views: 377

Well. Yep, new version works as described. And I now feel silly for not getting it before asking.
by Ian Maxwell
Tue Mar 16, 2004 3:32 pm
Forum: Editing (Archive)
Topic: Problems with DECORATE and new actors
Replies: 9
Views: 377

Problems with DECORATE and new actors

Right. Here is the full text of the DECORATE lump I have inserted into a WAD. ACTOR Uberdemon : Demon 1000 { } (Yes, I realize there's nothing there. I reduced it to that while I was trying to find the problem.) Upon running the WAD, I get the following fatal error: Script error, DECORATE line 1 ...

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