Search found 245 matches
- Mon Feb 08, 2016 6:55 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 589136
Re: GZDoom Builder 2.3
Hey Max, do you have any intention of fixing Doom Builder's tendency to occasionally merge sectors that are far away from each other? It's a minor thing, but it's a bit of a pain since it's not often spotted until you start playtesting a map and see that a platform is suddenly 128 units higher than ...
- Sat Feb 06, 2016 11:58 am
- Forum: Gameplay Mods
- Topic: [Resumed]Yuki's ZDoom 64 - Accurate D64 in ZDoom
- Replies: 23
- Views: 7538
Re: [Finished]YHDoom 64
HDoom 64 when?
- Sat Jan 16, 2016 9:07 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Ability to set portals easier as UDMF sector property
- Replies: 1
- Views: 422
Ability to set portals easier as UDMF sector property
Have a UDMF sector property called "floorportal" and "ceilingportal", using a unique tag for each static portal height, where one can appy the same tag to multiple sectors to create detailed stacked areas without the need to set each sector up manually. Or something like that. I assume this is how ...
- Thu Dec 31, 2015 5:14 pm
- Forum: Levels
- Topic: Volatile [5+1 maps out]
- Replies: 37
- Views: 16977
Re: [WIP] Volatile
I am monitoring this thread.
- Sun Dec 13, 2015 2:01 am
- Forum: General
- Topic: Non-64x64 flats make zdoom spaz out
- Replies: 1
- Views: 615
Non-64x64 flats make zdoom spaz out
So, I have a texture I've made for a specific element of a map: http://i.imgur.com/XLP7LOn.png But in-game, what is supposed to be a computer console turns into a mixing board: http://i.imgur.com/cguxxoj.png The way I've gotten around this phenomenon in the past is by splitting textures like that ...
- Sat Nov 21, 2015 2:40 pm
- Forum: General
- Topic: Map09 problem in Joe Ilya Tune Up wad (see Doomworld)
- Replies: 9
- Views: 1191
Re: Map09 problem in Joe Ilya Tune Up wad (see Doomworld)
Jesus fucking Christ.Veinen wrote:I just posted it here because I have literally no other way left to try and get the information out, with one very remotely possible exception (and it's not on any of these forums or emails).
- Tue Nov 10, 2015 10:41 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 589136
Re: GZDoom Builder 2.3
Any chance hidden linedefs could be marked different colors? It'd be wickedly useful.
- Mon Oct 19, 2015 8:48 pm
- Forum: Editing (Archive)
- Topic: How to Doomify sprites?
- Replies: 6
- Views: 889
Re: How to Doomify sprites?
Excuse me but the poor guy seems to have lost his wrists on his way to the softball game.
- Thu Jul 09, 2015 11:21 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 589136
Re: GZDoom Builder 1.14
Feature Request: I'd like to see a mode that allows you to highlight certain lines or sectors and assign them an editor note if you have plans for a certain area that you don't have time for at the moment or don't want to forget. Ex: "This door will lead to a big outdoor area with a bridge and a ...
- Mon May 18, 2015 5:07 pm
- Forum: Off-Topic
- Topic: We gotta figure out what the hell these Russians are doing.
- Replies: 36
- Views: 8178
Re: We gotta figure out what the hell these Russians are doi
[Screenshots from] https://vimeo.com/90188410 This was a director's demo reel. Where is the proof it had anything at all to do with Doom 4? You can't just say, "This was Doom 4 the way it was originally going to be!" when the video you reference never makes that claim, unless you have some external ...
- Mon May 18, 2015 10:27 am
- Forum: Off-Topic
- Topic: June 14th: Doom 4 Gameplay Reveal (Teaser Inside)
- Replies: 534
- Views: 27514
- Mon May 18, 2015 12:29 am
- Forum: Off-Topic
- Topic: We gotta figure out what the hell these Russians are doing.
- Replies: 36
- Views: 8178
Re: We gotta figure out what the hell these Russians are doi
According to that video, I also managed to find a supposed cinematic for the canned Doom 4 (or at least a snippet): https://vimeo.com/117437076 Yeow. And to think that this was going to be the Doom 4 we were going to get. I get that Hell on Earth can be painted in a darker light, but as some sort ...
- Sun May 17, 2015 10:30 pm
- Forum: Off-Topic
- Topic: We gotta figure out what the hell these Russians are doing.
- Replies: 36
- Views: 8178
Re: We gotta figure out what the hell these Russians are doi
Found some more:
Spoiler:(The second one's filename was actually doom4.jpg)
- Sun May 17, 2015 8:19 pm
- Forum: Off-Topic
- Topic: We gotta figure out what the hell these Russians are doing.
- Replies: 36
- Views: 8178
We gotta figure out what the hell these Russians are doing.
Lo and behold, it's the original version of Doom 4, featuring brown, grey, hellnukes, a ripoff of HL2's citadel and what appears to be a metrocop with a UAC logo on his back. http://i.imgur.com/3Hl6gae.png http://i.imgur.com/HmqQHQZ.png http://i.imgur.com/fwaFDei.png http://i.imgur.com/tvduiyw.png ...
- Sat May 16, 2015 7:18 pm
- Forum: Graphic/Audio Patches
- Topic: High resolution sprites and textures
- Replies: 202
- Views: 34912
Re: High resolution sprites
He needs a neck.