Search found 245 matches

by Marnetmar
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 ...
by Marnetmar
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?
by Marnetmar
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 ...
by Marnetmar
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.
by Marnetmar
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 ...
by Marnetmar
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)

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).
Jesus fucking Christ.
by Marnetmar
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.
by Marnetmar
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.
by Marnetmar
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 ...
by Marnetmar
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 ...
by Marnetmar
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 ...
by Marnetmar
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)
by Marnetmar
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 ...
by Marnetmar
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.

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