Search found 54 matches

by plausiblesarge
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.
by plausiblesarge
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
by plausiblesarge
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 ...
by plausiblesarge
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
by plausiblesarge
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 ...
by plausiblesarge
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 ...
by plausiblesarge
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 ...
by plausiblesarge
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)
by plausiblesarge
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
by plausiblesarge
Fri May 20, 2011 1:15 am
Forum: General
Topic: GZdoom 64
Replies: 34
Views: 4618

Re: GZdoom 64

danyudanyu0821 wrote:if this is dead then sorry but i have it
but i need to upload it
since the thread is alive again......


upload it to mediafire or one of the other bazillion file sharing sites.
by plausiblesarge
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 ...
by plausiblesarge
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 ...
by plausiblesarge
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 ...
by plausiblesarge
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

Ghastly_dragon wrote:
plausiblesarge wrote:operator overloading, templates etc.
What do you mean by that, exactly?
It was a c++ joke
by plausiblesarge
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 ...

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