Search found 54 matches
- Tue May 08, 2012 8:57 pm
- Forum: General
- Topic: DOOM monsters that piss you off...
- Replies: 64
- Views: 5340
Re: DOOM monsters that piss you off...
Archvile in a map where there is nothing to hide behind. It changes him from a standard skill-based fight to an instagibbing auto-win enemy. Out of interest, what is the "correct" time to use stealth monsters. I cannot think of a single wad where they added to the gameplay instead of annoying me.
- Mon May 07, 2012 3:00 am
- Forum: General
- Topic: This water is awesome
- Replies: 45
- Views: 5139
Re: This water is awesome
A Doom port where the 3d enemies don't look like complete shit?
I call shenanigans
I call shenanigans
- Tue May 01, 2012 8:18 pm
- Forum: General
- Topic: (G)ZDoom commit messages you would NOT like to see
- Replies: 83
- Views: 6511
Re: (G)ZDoom commit messages you would NOT like to see
-ZDoom now requires the .NET Framework 3.5 or later to run. Linux Port? whats that? -In order to prevent piracy, ZDoom will now check your IWAD's unique signature against its verification server every 2 minutes. As a consequence, it is impossible to play the game without an active internet ...
- Mon Oct 31, 2011 10:05 am
- Forum: Editing (Archive)
- Topic: [SOLVED] DecX
- Replies: 1
- Views: 504
[SOLVED] DecX
EDIT: Thanks Kappes Buur
Does anyone have a working link for DecX or an archive that they can upload?
The wiki page redirects to a broken link, and google has come up empty
Thanks
Does anyone have a working link for DecX or an archive that they can upload?
The wiki page redirects to a broken link, and google has come up empty
Thanks
- Wed Oct 12, 2011 9:56 pm
- Forum: General
- Topic: Cool mods people might have missed.
- Replies: 645
- Views: 332635
Re: Cool mods people might have missed.
I'm gonna be a real douche and plug my own mod - but Heretic++ didn't really get that much attention ): I still have it on my hard drive, i use it with DTMF when i playtest it for the hell of it. Otherwise i rarely play Heretic. Wat is DTMF? I have been looking for good Heretic mods, and apart from ...
- Wed Oct 12, 2011 7:44 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Doom Expanded Beta 7.5 Released
- Replies: 108
- Views: 10914
Re: [WIP] Doom Expanded
one protip If you make the key objects give you the original key objects in their pickup state, then there is no need for a LOCKDEFS lump, which will increase the compatibility between this mod and other wads. It also means that the keys will display properly on the HUD without modifying the hud at ...
- Thu Oct 06, 2011 5:20 am
- Forum: Abandoned/Dead Projects
- Topic: [WIP] Doom Expanded Beta 7.5 Released
- Replies: 108
- Views: 10914
Re: [WIP] Doom Expanded
I am no expert, but would it be possible for you to add a "teleport particle" effect (similar to the one in heretic, but less "magical" looking) to each of the red teleport pads, with a white version of the effect on the white pads. I think this can be done with LOADACS so that you dont have to ...
- Fri Jun 03, 2011 2:24 am
- Forum: General
- Topic: Key bindings are not staying
- Replies: 4
- Views: 355
Re: Key bindings are not staying
is your zdoom config file read only?
also note that every IWAD has a different set of controls in the zdoom ini, so if you change your heretic settings, it wont change in doom or hexen and vicce versa (or any other IWAD)
also note that every IWAD has a different set of controls in the zdoom ini, so if you change your heretic settings, it wont change in doom or hexen and vicce versa (or any other IWAD)
- Fri Jun 03, 2011 2:18 am
- Forum: Editing (Archive)
- Topic: Best way to avoid player TID conflicts with other PWADs?
- Replies: 2
- Views: 6773
Re: Best way to avoid player TID conflicts with other PWADs?
I dont really understand your problem as it is ill defined, but if you are having player TID problems, then you should try use PlayerNumber() instead wherever possible
You cant just change their TIDs because it will break other mods that rely on player TIDs
You cant just change their TIDs because it will break other mods that rely on player TIDs
Re: GZdoom 64
since the thread is alive again......danyudanyu0821 wrote:if this is dead then sorry but i have it
but i need to upload it
upload it to mediafire or one of the other bazillion file sharing sites.
- Fri May 20, 2011 12:01 am
- Forum: General
- Topic: How much of Skulltag will show up in ZDoom?
- Replies: 59
- Views: 2557
Re: How much of Skulltag will show up in ZDoom?
Also, Skulltag currently has a much more efficient multiplayer connection engine than ZDoom's P-2-P multiplayer, so I was wondering if the developers were trying to implement that also. If this were implemented, it might just confirm ZDOOM as the best doom port for both single player and multi ...
- Thu May 19, 2011 2:14 am
- Forum: Editing (Archive)
- Topic: ACS Nonsense
- Replies: 2
- Views: 285
Re: ACS Nonsense
1. Is there any sort of configurable way to add collapsible function definitions to anything? A 7000 line script that has 4000 lines of functions is very annoying. You could always use libraries. If you mean one of those editors that can "compact" a function into 1 line until you click the expand ...
- Mon May 16, 2011 10:13 am
- Forum: General
- Topic: If you could add any feature to zdoom...
- Replies: 144
- Views: 8153
Re: If you could add any feature to zdoom...
http://www.wsu.edu/~brians/errors/e.g.html And that sounds like the exact sort of mind-reading attempt that would be disastrous for future developments. I guess mind reading is a bad idea unless you can manage to get a perfectly working system. ignore me then. It was a stupid idea anyway also ...
- Sun May 15, 2011 8:03 pm
- Forum: General
- Topic: on the hunt for heretic addons
- Replies: 17
- Views: 1546
Re: on the hunt for heretic addons
It was a c++ jokeGhastly_dragon wrote:What do you mean by that, exactly?plausiblesarge wrote:operator overloading, templates etc.
- Sun May 15, 2011 8:00 pm
- Forum: Editing (Archive)
- Topic: Multiplayer "Points" system
- Replies: 13
- Views: 636
Re: Multiplayer "Points" system
Timers for multiplayer things. It can screw up if you put the timers in ENTER scripts, so you need to use HudMessageBold in an OPEN script. Really? I dont tend to use timers much, so you are probably right. I see what you are saying - noone else can run a script if a player hasnt finished with it ...