Search found 282 matches
- Mon Aug 30, 2004 2:02 am
- Forum: Editing (Archive)
- Topic: The [ZDoom Community MAP] Project
- Replies: 1310
- Views: 61985
- Sun Aug 29, 2004 1:09 pm
- Forum: Editing (Archive)
- Topic: The [ZDoom Community MAP] Project
- Replies: 1310
- Views: 61985
- Sun Aug 29, 2004 1:06 pm
- Forum: Editing (Archive)
- Topic: The [ZDoom Community MAP] Project
- Replies: 1310
- Views: 61985
- Sat May 15, 2004 1:42 pm
- Forum: General
- Topic: Oh my god, new Slige found!
- Replies: 69
- Views: 6091
- Thu Apr 29, 2004 11:14 pm
- Forum: Editing (Archive)
- Topic: [WinZETH] 2003-10-15 Hopefully I'm getting close.
- Replies: 122
- Views: 12883
- Thu Apr 29, 2004 7:10 pm
- Forum: Editing (Archive)
- Topic: [WinZETH] 2003-10-15 Hopefully I'm getting close.
- Replies: 122
- Views: 12883
If putting the patches between P_START/P_END doesn't work, then I'd like to see a WAD (any WAD) that reproduces the problem. Attached. Here are some details. The Patcher resource file is: ; Testing ZETH patch/texture/flat name conflicts .option /x:c:\games\doom2\doom2.wad [FLATS] ZETHTEST [TEXTURES ...
- Mon Apr 12, 2004 6:06 pm
- Forum: Editing (Archive)
- Topic: Strings in ACS
- Replies: 8
- Views: 623
- Tue Mar 30, 2004 12:20 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Can't replicate] It crashed
- Replies: 7
- Views: 581
Re: Follow-up on my crash
C:\DOOM2\ZDOOM.EXE -warp 10 -file C:\DOOM2\Eternmap10.WAD -skill 4 -nomonsters -iwad C:\DOOM2\zdhack.wad -file EDII005.wad What's that? A converted IWAD? I think you need one of those for DeePsea editing of ZDoom-Hexen levels, but you don't use one for running ZDoom. You just run ZDoom with the ...
- Wed Mar 03, 2004 6:31 pm
- Forum: General
- Topic: Naming scripts?
- Replies: 29
- Views: 1614
- Wed Mar 03, 2004 6:30 pm
- Forum: General
- Topic: Naming scripts?
- Replies: 29
- Views: 1614
Ty: That's what functions are for. Functions are for use as functions. For example, you can't do delays in functions, so they're not universally a substitute for a script. Of course when we were naming our scripts, functions hadn't been implemented (I almost said "invented" but that would have been ...
- Sat Feb 28, 2004 10:51 pm
- Forum: General
- Topic: Naming scripts?
- Replies: 29
- Views: 1614
Not to mention that it's handy to have standard named scripts that are #included or part of libraries. In Daedalus, we defined the "special" globally used scripts by name in a file that was #included in all levels. See D2K.ACS and D2KINCL.ACS for examples. I wouldn't care about one that was only ...
- Sun Jan 11, 2004 12:00 pm
- Forum: Editing (Archive)
- Topic: Some crazy screenshots...
- Replies: 27
- Views: 1327
- Fri Jan 09, 2004 1:28 pm
- Forum: Editing (Archive)
- Topic: First zdoom map...
- Replies: 23
- Views: 1191
We use it in Daedalus Secondary Bridge in the asteroid field if you either don't have the autofire protection on, or for when it misses every so often. It's also used when things blow up around the ship, etc. Basically any time you want to make the player think they've been rattled around No one ...
- Fri Jan 09, 2004 1:14 pm
- Forum: Editing (Archive)
- Topic: Hexen projectile stats
- Replies: 8
- Views: 562
- Wed Jan 07, 2004 5:49 pm
- Forum: Editing (Archive)
- Topic: Shades of SigDigs.
- Replies: 18
- Views: 1127
All this and I think my problem was a simple typo. My notes use 65 3 36, but everyone here is using 65 5 36. Without actually checking, I'm guessing the original numbers would come out right using the correct divisor. I can blame Ty for this one. Where I derived the number: http://forum.zdoom.org ...