Search found 10 matches

by Jroc
Sat Jan 07, 2017 6:31 pm
Forum: ZDoom (and related) News
Topic: ZDoom is Dead. Long live ZDoom.
Replies: 232
Views: 73899

Re: ZDoom is Dead (but the site isn't)

ZDoom will always be a legendary and hugely important project in the history of doom. Thanks for all the work you & the other devs have done.
by Jroc
Wed Nov 02, 2016 1:09 pm
Forum: Creation, Conversion, and Editing
Topic: bcc (ACS/ACS95/BCS compiler)
Replies: 5
Views: 2946

Re: bcc (ACS/ACS95/BCS compiler)

Nash wrote: How are things in that regard with bcc? Can I literally just run my existing ACS into it?
I personally have used BCC to compile many acs projects I've done without issues.
by Jroc
Tue Dec 29, 2015 11:29 am
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 587818

Re: GZDoom Builder 2.3

Can you be less specific? Here are the warnings on including skulltag_content2.1a as a resource: http://pastebin.com/g7upQDLu These errors, and further errors regarding flag sprites and the textures lump which I fixed during the merge to skulltag_content also appeared when hosting skulltag actors ...
by Jroc
Mon Dec 28, 2015 6:31 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 587818

Re: GZDoom Builder 2.3

...or you can just open "Configurations\Includes\Zandronum_things.cfg" and uncomment all "Skulltag_things.cfg" includes. It's not just things that produce a warning. As a side note, is there an "official" list of Zandronum-only Things somewhere? I'm not aware of one, although actors\skulltag ...
by Jroc
Mon Dec 28, 2015 1:49 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 587818

Re: GZDoom Builder 2.3

Incidentally MaxED, do you use IRC? I have a number of issues regarding the skulltag_content spamming dozens of warnings in doombuilder - it would be good if I could work through them with you sometime and resolve these.
by Jroc
Sun Dec 27, 2015 12:37 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 587818

Re: GZDoom Builder 2.3

Since a recent update, certain map scripts with imported libraries that have otherwise been successfully compiled via Doom Builder 2/GZDB for several years now produce an error. As an example, a map script has these directives at the top: #include "zcommon.acs" // Map skills for the map message ...
by Jroc
Mon Feb 23, 2015 5:16 pm
Forum: Closed Bugs [GZDoom]
Topic: [r2138-g337682]Plane misalignments in a zombie horde map
Replies: 14
Views: 908

Re: [r2138-g337682]Plane misalignments in a zombie horde map

Can you clarify, are all plane_align functions now requiring their lineid parameter (which according the wiki is ignored if 0) to be greater than zero? Because that's nuts if true, that parameter is almost never set by anyone. I suspect almost all cases of plane_align would have to be changed if ...
by Jroc
Thu Sep 18, 2014 9:36 am
Forum: Launchers
Topic: Rocket Launcher - frontend for windows - LONG OVERDUE UPDATE
Replies: 5
Views: 13321

Re: Rocket Launcher - frontend for windows - LONG OVERDUE UP

I finally decided to work on this again after all this time. My first update brings some much requested features: First of all the pwad loading system has changed, you now have a button to add each pwad from the pwad folder listbox into the main 'Files to load' listbox, and you are able to ...
by Jroc
Mon Jun 03, 2013 9:19 am
Forum: Launchers
Topic: Rocket Launcher - frontend for windows - LONG OVERDUE UPDATE
Replies: 5
Views: 13321

Rocket Launcher - frontend for windows - LONG OVERDUE UPDATE

Rocket Launcher: A GUI for launching Doom wads I've been working on for windows: http://i.imgur.com/WLItOO1.png For those who have not used a Doom Frontend such as ZDL before, this is an interface allowing you to quickly set up a doom game using any combination of source port, IWAD, patch wads and ...
by Jroc
Tue Sep 20, 2011 6:46 pm
Forum: Closed Bugs [GZDoom]
Topic: Bug:thruspecies not working properly when on moving platform
Replies: 1
Views: 475

Bug:thruspecies not working properly when on moving platform

This is an issue I found when testing a new skulltag binary that backports the THRUSPECIES flag, which later turned out to be a zdoom bug. If you add +thruspecies to the doomplayer actor in decorate, when two players are on a platform and inside each other, when the platform raises one of the ...

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