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by Kappes Buur
Mon Sep 08, 2025 12:58 pm
Forum: Mapping
Topic: Opening doors by pushing them backwards
Replies: 6
Views: 137

Re: Opening doors by pushing them backwards

Just a quick followup: :D
Normal polyobjects are as tall as the ceiling.
If you want to prevent that then a 2-sided control sector is needed.
See this Thread with an example,

or perhaps something like this example.
by Kappes Buur
Tue Sep 02, 2025 5:24 pm
Forum: Mapping
Topic: Door Swing Size Problem
Replies: 3
Views: 111

Re: Door Swing Size Problem

Make the poly door linedefs twosided
Spoiler:
by Kappes Buur
Thu Aug 21, 2025 12:45 pm
Forum: Technical Issues
Topic: Cant run Pwads ?
Replies: 10
Views: 253

Re: Cant run Pwads ?

No luck on my end either.
However, this image seems to depict the scene from MAP01 of Dwango6. In that context it makes sense to assume that la-list928.wad is comparing the score of various sessions.

It is strange though that session 928 is missing from this list.
by Kappes Buur
Sat Aug 09, 2025 1:29 pm
Forum: Technical Issues
Topic: Secure Connection Failed - Forum on FireFox
Replies: 11
Views: 268

Re: Secure Connection Failed - Forum on FireFox

Not sure if this will help, I use Opera. I seem to have hit a lucky streak, the last 3 days I could log into the forum without problem. Previously, more often than not, no connection could be established. When that happened I had to go into settings and untick Proxy Server and tick Automatically ...
by Kappes Buur
Thu Aug 07, 2025 11:08 am
Forum: Creation, Conversion, and Editing
Topic: Ultimate Doom Builder
Replies: 1045
Views: 413734

Re: Ultimate Doom Builder

SuaveSteve wrote: Sun Aug 03, 2025 9:31 am ...., I want to change lighting in steps of 8.
The simple answers is no.
In vanilla DOOM/BOOM the brightness is effective only in steps of 16.
For steps of 8 you have to map in UDMF.
by Kappes Buur
Sat Jul 19, 2025 5:54 pm
Forum: Mapping
Topic: Issues with Adding new items in UDB.
Replies: 3
Views: 142

Re: Issues with Adding new items in UDB.

the custom items or monsters did not show up. You mention actors, plural. As I touched on in my post, actors need to have a unique doom editor number, which is supplied in the DECORATE definition. ACTOR CrackoDemon 5123 https://imgur.com/X1A5hNB Without that number UDB cannot see the actor. Maybe ...
by Kappes Buur
Fri Jul 18, 2025 7:30 pm
Forum: Mapping
Topic: Issues with Adding new items in UDB.
Replies: 3
Views: 142

Re: Issues with Adding new items in UDB.

In the case of new actors like monsters, weapons, decorations, etc. you will find that Ultimate Doom Builder is useful only after the actors have been created with either Slade3 or a text editor like Notepad++. Once the actor has been created then UDB is useful in populating a map with such actors ...
by Kappes Buur
Thu Jul 10, 2025 2:23 am
Forum: Mapping
Topic: Want to try out GZDoom?
Replies: 1
Views: 112

Re: Want to try out GZDoom?

In a nutshell: To start with, there are a number of Doom map formats, https://doomwiki.org/wiki/Map_format https://doomwiki.org/wiki/Map_format and source ports https://doomwiki.org/wiki/Source_port https://zdoom.org/wiki/Source_port and it seems that every beginning computer programmer is dead set ...
by Kappes Buur
Wed Jul 09, 2025 10:32 pm
Forum: Mapping
Topic: Stuck with the skybox
Replies: 13
Views: 273

Re: Stuck with the skybox

imagine wrote: Wed Jul 09, 2025 5:53 pm The next question I've just faced:
what's the grey circle in the zenith? I see it with my custom sky as well as I saw it with the original DOOM sky texture.
I have no idea and don't even want to guess.
Please, provide a link to the map.
by Kappes Buur
Wed Jul 09, 2025 4:20 pm
Forum: Mapping
Topic: Stuck with the skybox
Replies: 13
Views: 273

Re: Stuck with the skybox

This sky in your map is not a skybox but just a sky image. To have a new sky image in your map MAP01.wad (UDMF), all you need to do is import the sky image with Slade3 and name it RSKY1 https://imgur.com/v5AlK3x However, there are a few caveats you need to consider : some source ports do not support ...
by Kappes Buur
Mon Jul 07, 2025 9:59 pm
Forum: Mapping
Topic: Is it possible to create such arcs?
Replies: 4
Views: 146

Re: Is it possible to create such arcs?

It's easily doable


Spoiler:
by Kappes Buur
Wed Jun 25, 2025 4:06 pm
Forum: Bugs [GZDoom]
Topic: Gzdoom crashes with reelism 2
Replies: 22
Views: 506

Re: Gzdoom crashes with reelism 2

It could be that your problem is the doom2.wad which came with the gog download,
KEX DOOM2 engine vs classic DOOM2 engine.

Compare the file size Version 1.9 is 14,604,584 bytes with the one on your harddrive.
by Kappes Buur
Tue Jun 24, 2025 5:07 pm
Forum: Bugs [GZDoom]
Topic: Gzdoom crashes with reelism 2
Replies: 22
Views: 506

Re: Gzdoom crashes with reelism 2

Kinsie's Reelism 2 version 1.23hf2 works well with GZDoom 4.14.2, with no other files (like id24res.wad extras.wad) loaded. https://imgur.com/qWwDy3N Also works well with the addon Reelism 2 - Piter's Reel Fudge Pack.pk3 Here is my logfile: Log started: 2025-06-24 16:37:31 GZDoom version g4.14.2 W ...
by Kappes Buur
Sun Jun 22, 2025 1:45 am
Forum: Mapping
Topic: (solved)can't get lift to work
Replies: 3
Views: 106

Re: can't get lift to work

From your screenshots I cannot tell what exactly you did, but constructing a platform (62 or any other, see the wiki)
Spoiler:
is not really that difficult:
Spoiler:
example pwad
by Kappes Buur
Thu Jun 19, 2025 3:51 pm
Forum: Technical Issues
Topic: GZDoom Very Fatal Error
Replies: 3
Views: 216

Re: GZDoom Very Fatal Error

I would suggest that you just load brutalv22test4.pk3 to begin with
and then add each additional file, one at a time.
I'm sure that you will find the offending file pretty quickly that way.

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