Search found 10 matches
- 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.
- 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)
I personally have used BCC to compile many acs projects I've done without issues.Nash wrote: How are things in that regard with bcc? Can I literally just run my existing ACS into it?
- 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 ...
- 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 ...
- 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.
- 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 ...
- 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 ...
- 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 ...
- 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 ...
- 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 ...