Search found 650 matches
- Wed Apr 29, 2009 4:04 pm
- Forum: Abandoned/Dead Projects
- Topic: ZHalloween [is this even still being worked on?!]
- Replies: 1347
- Views: 93339
Re: [Project] ZHalloween wad
Convenient that I decide to check out the forums today. Anyways, my opinion is: Do whatever. I didn't really have a very big (or very good) contribution to the project, as my mapping skills were never really up to par with everyone else's here. But I would eventually like to see it finished in some ...
- Fri Feb 01, 2008 3:27 pm
- Forum: TCs, Full Games, and Other Projects
- Topic: BGPA Missions - Bugfix release - details Page 9
- Replies: 141
- Views: 16445
Re: BGPA Missions - Download link page 4
Wow, I'm surprised more people haven't responded yet. Anyways, played through the entire thing, and I have to say, I'm pretty sure it has the one of the best atmospheres of any Doom mod I've ever played. What it lacks in massive amounts of sector detail is made up for with all the other kinds of ...
- Mon Jan 28, 2008 12:09 am
- Forum: TCs, Full Games, and Other Projects
- Topic: BGPA Missions - Bugfix release - details Page 9
- Replies: 141
- Views: 16445
Re: BGPA Missions - Burghead Liberation - Not out yet
Or, if you haven't already, you could convert everything to a lower bitrate .ogg. Usually, the difference in quality is unnoticable, and you can save quite a bit of space by doing that, too.
- Mon Jun 11, 2007 3:57 am
- Forum: Abandoned/Dead Projects
- Topic: [Complete] The Ghoul's Forest 3
- Replies: 690
- Views: 63647
- Mon Jun 04, 2007 8:11 am
- Forum: Editing (Archive)
- Topic: SLADE won't compile my ACS...
- Replies: 9
- Views: 2351
- Sun Jun 03, 2007 11:18 pm
- Forum: Abandoned/Dead Projects
- Topic: Night of the Homeless
- Replies: 458
- Views: 34823
Suicide Bombers: Not too sure. They'd be funny until they randomly killed you out of nowhere during a good run. I might experiment with this and try to fit it into the theme. One possible variation would be giving the homeless a very slight random chance of throwing a molotov cocktail straight up ...
- Sun Jun 03, 2007 11:09 pm
- Forum: Tutorials
- Topic: The official "ZDoom on Linux" thread.
- Replies: 805
- Views: 311979
- Sun Jun 03, 2007 12:54 am
- Forum: Tutorials
- Topic: The official "ZDoom on Linux" thread.
- Replies: 805
- Views: 311979
If it's any help to anyone (and/or not already been said here), GZDoom seems to run pretty much perfectly in Wine on Ubuntu 7.04. Been playing through KDIZD on it, actually. Only problem is that you can't really change the resolution in-game, otherwise it pretty much locks up the entire computer. Oh ...
- Fri Jun 01, 2007 9:15 pm
- Forum: Editing (Archive)
- Topic: SLADE won't compile my ACS...
- Replies: 9
- Views: 2351
Will it not compile anything at all, or just something you've written recently? If it's just the recent stuff, try upgrading ACC. SLADE comes packaged with an old version that won't support many new features. It comes back with a message that says "Compile Failed". I've tried that with the version ...
- Thu May 31, 2007 5:12 pm
- Forum: Editing (Archive)
- Topic: SLADE won't compile my ACS...
- Replies: 9
- Views: 2351
SLADE won't compile my ACS...
So... I checked the SLADE forums for anything about why SLADE won't compile my ACS, and was able to find one thing from about... Well, exactly one year ago. According to SlayeR in that thread, it wouldn't compile because sladetemp.o and acs.err were missing. And they're missing from my folder, too ...
- Mon May 28, 2007 1:49 pm
- Forum: Abandoned/Dead Projects
- Topic: Night of the Homeless
- Replies: 458
- Views: 34823
- Sun Apr 29, 2007 7:52 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r518] HIRESTEX not scaling correctly
- Replies: 5
- Views: 508
- Thu Apr 26, 2007 7:27 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r518] HIRESTEX not scaling correctly
- Replies: 5
- Views: 508
[r518] HIRESTEX not scaling correctly
This bug is pretty much exactly as described. I've got a wad I'm randomly working on that makes heavy use of HIRESTEX. Problem is, none of the textures are scaled correctly. They're all about 7% taller in game than they are supposed to be. For example, a texture who's original size was 128x256 was ...
- Tue Nov 28, 2006 12:52 am
- Forum: General
- Topic: The most disturbing review of Titan
- Replies: 74
- Views: 4217
- Sat Sep 30, 2006 1:18 am
- Forum: General
- Topic: The Ghoul's Forest 2!
- Replies: 193
- Views: 12653