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by Macil
Thu Apr 13, 2023 9:07 pm
Forum: Levels
Topic: FVoxel guy from 20 years ago releases old level
Replies: 5
Views: 2502

Re: FVoxel guy from 20 years ago releases old level

Can't believe I remember that old thread. I was very hyped as a kid in that thread to realize 3d designs were possible in the Doom engine lmao.

I really enjoy the exploration around the unique machine designs with a small bit of combat thrown in.
by Macil
Sun Nov 29, 2009 4:15 pm
Forum: Editing (Archive)
Topic: Doom Builder 3d mode problem
Replies: 2
Views: 350

Re: Doom Builder 3d mode problem

I had the same problem when running Doom Builder in Linux. Try using windowed 3d mode, and turn on things view (I think the default key is 'T', so just press that while in 3d).
by Macil
Tue Nov 24, 2009 11:34 pm
Forum: Editing (Archive)
Topic: HUD term confusion
Replies: 10
Views: 502

Re: HUD term confusion

1.There are three scales: pixels, fraction [x.x] notation, and fixed point
...
3.When HUDSize is default (or SetHudSize(0,0,0) ), [x.x] notation or fixed point is enabled
4. [x.x] notation is better suited for relative positioning of text
What is this [x.x] notation you're talking about? Some sort ...
by Macil
Fri Nov 20, 2009 7:28 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: ZDoom with OpenAL
Replies: 462
Views: 47364

Re: ZDoom with OpenAL

I've tried to upgrade it to work work with revision 1991, and I fixed the collisions in CMakeLists.txt and i_sound.cpp. It compiles fine without OpenAL, but with OpenAL it fails because there's a few functions that were added for Fmod that OpenAL doesn't have:
[ 42%] Building CXX object src ...
by Macil
Fri Nov 20, 2009 4:16 pm
Forum: Tutorials
Topic: The official "ZDoom on Linux" thread.
Replies: 805
Views: 315875

Re: The official "ZDoom on Linux" thread.

When you run cmake, add the "-i" option (so the command will look something like "cmake -i .."). This will allow you to specific the exact path to the fmod library and headers. On my system FMOD_INCLUDE_DIR is set to "/usr/local/include/fmodex", and FMOD_LIBRARY is set to "/usr/local/lib/libfmodex64 ...
by Macil
Fri Oct 30, 2009 8:07 pm
Forum: Editing (Archive)
Topic: Melee Attack Interception
Replies: 7
Views: 427

Re: Melee Attack Interception

Something that hard crashes and doesn't even get to the error log stage is even worse. It's simply not something a user wad should allow the game to do.
by Macil
Fri Oct 30, 2009 7:34 pm
Forum: Editing (Archive)
Topic: I am just starting modding, plz help
Replies: 2
Views: 229

Re: I am just starting modding, plz help

Stick with PNGs and JPEGs. Note the difference between them - PNGs are lossless, so use them for where exacting detail counts, especially for HUD pictures and weapons; JPEGs are often lossy, and are better suited for photograph-like pictures. You should only maybe use them for floor/wall-type ...
by Macil
Fri Oct 30, 2009 7:27 pm
Forum: Editing (Archive)
Topic: Melee Attack Interception
Replies: 7
Views: 427

Re: Melee Attack Interception

A game crash that generates an error log is almost always considered a bug (except mainly user-created infinite loops in decorate).

EDIT: Heh, Graf points it out to be the very exception I thought to mention. Guess I should've peeked at your code a bit better and caught that :oops:
by Macil
Fri Oct 30, 2009 1:18 am
Forum: General
Topic: Getting zdoom in 1024x600 to work properly on an eee PC
Replies: 5
Views: 645

Re: Getting 1024x600 to work properly on an eee PC

Are you using one of the latest SVN versions? You should be able to override the video aspect ratio from the screen resolutions menu.
by Macil
Thu Oct 29, 2009 12:08 am
Forum: General
Topic: Any good ACS games for zdoom
Replies: 9
Views: 704

Re: Any good ACS games for zdoom

esselfortium wrote:http://www.doomworld.com/idgames/index.php?id=7043

The most widely-acclaimed ZDoom-compatible game to date.
Heh, I was hoping for doom re-implemented with ACS and Hudmessages. Or at least the old setup utility and networking stuff.
by Macil
Tue Oct 27, 2009 10:03 pm
Forum: General
Topic: Any good ACS games for zdoom
Replies: 9
Views: 704

Re: Any good ACS games for zdoom

I've seen the first level of Super Mario Bros. somewhere done in ACS.
by Macil
Tue Oct 27, 2009 9:58 pm
Forum: Editing (Archive)
Topic: ACC: Out of memory?
Replies: 1
Views: 216

Re: ACC: Out of memory?

Sounds like a bug (assuming you didn't hit some internal behavior lump limit). I once stumbled on a bug in ACC where certain arbitrarily named functions made compilation not work, so it wouldn't be too unusual if you stumbled onto something too. Report it with a short-and-sweet example code, and see ...
by Macil
Tue Oct 27, 2009 9:36 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: sethudsize and aspect ratios
Replies: 5
Views: 1070

Re: sethudsize and aspect ratios

Here's some code from a project I've been working on that aligns parts of the HUD to the left and right sides of the screen, and works correctly on all aspect ratios and settings that I knew about and could test.

Have the [wiki]Getaspectratio[/wiki] function and the fround function in your code ...
by Macil
Wed Sep 23, 2009 12:19 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Freelook when console/menu is on
Replies: 2
Views: 356

Re: Freelook when console/menu is on

In non-singleplayer games, the game isn't paused.

However, the current behavior is pretty useful, because if you're in windowed mode, the mouse actually detaches from the window, letting me click to whatever other windows I want. (On Linux (Ubuntu at least), alt-tab doesn't work when something has ...
by Macil
Fri Aug 28, 2009 2:16 am
Forum: Editing (Archive)
Topic: Giving a player the right item using ACS?
Replies: 5
Views: 365

Re: Giving a player the right item using ACS?

There's no reason to give the player a TID. There are functions that work on the activator.
There's no need to check PlayerInGame(); the script won't be running if the player isn't in game.
You need to use ACS_ExecuteAlways, or else if there are multiple players, the script won't run several ...

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