yay!Tormentor667 wrote:Well, we are working on something... if you are interested in testing coop, join us in Githubhttps://github.com/Realm667/WolfenDoom/issues
Search found 75 matches
- Sun Sep 05, 2021 12:50 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
- Replies: 3217
- Views: 703695
Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
- Sat Aug 28, 2021 3:25 am
- Forum: TCs, Full Games, and Other Projects
- Topic: [Wolfenstein: Blade of Agony] v3.1 released (p204)
- Replies: 3217
- Views: 703695
Re: [Wolfenstein: Blade of Agony] v3.1 released (p204)
I remember some talk and commits about coop mode. Is that still a thing? I can't imagine how cool it would be to play BoA in coop with my brother. I'd also love to help bugtesting any coop mode in the future.
- Sun Jan 03, 2021 12:15 pm
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1036
- Views: 408315
Re: Ultimate Doom Builder
That was it. Thanks boris!
- Sun Jan 03, 2021 5:47 am
- Forum: Creation, Conversion, and Editing
- Topic: Ultimate Doom Builder
- Replies: 1036
- Views: 408315
Re: Ultimate Doom Builder
I have a problem with some self referencing sectors in my map. As soon as I move a vertex anywhere in the map, the self referencing linedefs are split into seperate individual sectors. Is there some config toggle I need to change? Or maybe some error in the way I set up my self referencing sectors ...
- Sun Aug 28, 2005 9:21 am
- Forum: General
- Topic: "Dedicated" Server
- Replies: 4
- Views: 1373
- Thu Aug 25, 2005 12:33 am
- Forum: General
- Topic: "Dedicated" Server
- Replies: 4
- Views: 1373
"Dedicated" Server
As both me and my brother are behind a firewall at university we thought about setting up a "dedicated" ZDoom server at our home LAN's dsl server (linux) which can easily be configured to allow for connections on ZDoom's port (which one is it by the way?). I understand the ZDoom client (even if ...
- Thu Jan 27, 2005 9:36 am
- Forum: Editing (Archive)
- Topic: [WinZETH] 2003-10-15 Hopefully I'm getting close.
- Replies: 122
- Views: 12884
- Sat Dec 18, 2004 3:05 pm
- Forum: Editing (Archive)
- Topic: GetSectorCeilingZ
- Replies: 15
- Views: 565
- Wed Dec 15, 2004 11:36 am
- Forum: General
- Topic: [Feature Request]Sloped textures
- Replies: 29
- Views: 3277
- Tue Dec 14, 2004 10:48 am
- Forum: General
- Topic: ZDoom behind firewall
- Replies: 1
- Views: 526
ZDoom behind firewall
I remember reading some thread that there was a private zdoom betatesting that apart from other things experimented with UDP net code to enable zdooming with clients behind firewalls. how far did that go? as far as my (limited) net understanding goes it won't ever be possible to make a game between ...
- Tue Dec 14, 2004 5:41 am
- Forum: Editing (Archive)
- Topic: 3D Models?
- Replies: 47
- Views: 2631
I think you are a bit hard on timmie there, graf. zdoomgl is still very much in the making. I'm sure timmie will be open to all suggestions made in that direction, just drop him a line with some information on the basic editing tricks you would like to see supported, help him a bit with implementing ...
- Mon Dec 13, 2004 4:14 am
- Forum: Editing (Archive)
- Topic: Mmm, question about the next version's floors
- Replies: 22
- Views: 837
- Sun Dec 12, 2004 10:19 am
- Forum: General
- Topic: What movement keys do you use in ZDoom?
- Replies: 110
- Views: 5023
- Sat Dec 11, 2004 2:45 am
- Forum: Editing (Archive)
- Topic: Mmm, question about the next version's floors
- Replies: 22
- Views: 837