Search found 12 matches
- Wed Jun 15, 2005 4:55 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Duplicate] Bug: Face disappears from status bar
- Replies: 23
- Views: 1353
- 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).
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- Mon Jun 06, 2005 8:58 pm
- Forum: Editing (Archive)
- Topic: moving camera won't work.
- Replies: 4
- Views: 255
- Mon Jun 06, 2005 9:46 am
- Forum: Editing (Archive)
- Topic: Trouble with an ROR trick
- Replies: 10
- Views: 545
- Sun Jun 05, 2005 11:09 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Real room above room
- Replies: 36
- Views: 7612
- 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 ...
- Tue Mar 16, 2004 4:36 pm
- Forum: Editing (Archive)
- Topic: Problems with DECORATE and new actors
- Replies: 9
- Views: 377
- 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 ...