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.
Search found 2529 matches
- Thu Apr 13, 2023 9:07 pm
- Forum: Levels
- Topic: FVoxel guy from 20 years ago releases old level
- Replies: 5
- Views: 2502
- 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).
- 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 ...
...
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 ...
- 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 ...
[ 42%] Building CXX object src ...
- 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 ...
- 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.
- 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 ...
- 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
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
- 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.
- 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
Heh, I was hoping for doom re-implemented with ACS and Hudmessages. Or at least the old setup utility and networking stuff.esselfortium wrote:http://www.doomworld.com/idgames/index.php?id=7043
The most widely-acclaimed ZDoom-compatible game to date.
- 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.
- 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 ...
- 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 ...
Have the [wiki]Getaspectratio[/wiki] function and the fround function in your code ...
- 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 ...
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 ...
- 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 ...
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 ...