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by TheDarkArchon
Sun Jan 08, 2017 7:00 am
Forum: ZDoom (and related) News
Topic: ZDoom is Dead. Long live ZDoom.
Replies: 232
Views: 73895

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

Best of luck in whatever you decide to do next, Randi. There aren't many people that could've maintained a project like for nearly 2 decades and your mark on the Doom community will endure.
by TheDarkArchon
Sun Apr 24, 2016 2:50 pm
Forum: Off-Topic
Topic: Wow, I can still remember my Zdoom login :D
Replies: 27
Views: 1973

Re: Wow, I can still remember my Zdoom login :D

Sorry, I'm kinda lost. Is this the "2000's ZDoom reunion thread"?

Good to see you still kicking about, Lexus. I'll add my voice to the list of folks that say "Continue with ROTGS2".
by TheDarkArchon
Sat Jul 25, 2015 9:51 am
Forum: Off-Topic
Topic: Ventris is Getting Married! And is terrible at foruming.
Replies: 31
Views: 2908

Re: Ventris is Getting Married! And is terrible at foruming.

I think we're all missing out one very important question;

Ventris, did you wear the kilt as properly intended or did you do the heathen thing and kept parts covered?

(Congrats on getting hitched, regardless of kilt-wearing etiquette)
by TheDarkArchon
Tue Jun 23, 2015 7:34 am
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893880

Re: The "How do I..." Thread

Alternatively, use [wiki]A_CustomRailgun[/wiki] to create a rail with no particles along with a puff with ALWAYSPUFF
by TheDarkArchon
Wed May 20, 2015 7:53 pm
Forum: Editing (Archive)
Topic: Somethings wrong with my Custom Plasmagun ..?
Replies: 2
Views: 465

Re: Somethings wrong with my Custom Plasmagun ..?

Why is there a bunch of useless TNT1 A frames in your ready state and reload state? All this does is create clutter and makes most of the Goto's work by sheer chance. Also, the way the reload check works is coming from a time that pre-dates custom states in DECORATE; Using custom state labels can ...
by TheDarkArchon
Sat Nov 08, 2014 1:20 pm
Forum: Requests
Topic: Resource Request thread *Read 1st post*
Replies: 5966
Views: 659368

Re: Resource Request thread *Read 1st post*

The last one is also Dark Forces
by TheDarkArchon
Thu Sep 18, 2014 6:28 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893880

Re: The "How do I..." Thread

Is it the ZDoom (Doom in UDMF Format) configuration?
Yup.
Can you convert or change a standard Doom 2 config map to a UDMF?
It requires a converter that's not included with Doom Builder 2 and I can't find a working link for one.
by TheDarkArchon
Thu Sep 18, 2014 5:24 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893880

Re: The "How do I..." Thread

If you're making a UDMF map, right click the sector (or ceiling or floor in 3D mode), go to the custom tab and fiddle with the panning settings. For Hexen mode, you would need to script it. For Doom mode, it can't be changed.
by TheDarkArchon
Thu Sep 18, 2014 3:44 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893880

Re: The "How do I..." Thread

Yeah, right click on the line in question, open the sidedefs tab and fiddle the numbers from there. Or, from 3D view, highlight the wall and press the arrow keys (Hold shift to do it by 8 pixels a time instead of 1)
by TheDarkArchon
Thu Sep 18, 2014 3:30 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893880

Re: The "How do I..." Thread

You'd need to use SLADE for this job.
by TheDarkArchon
Thu Sep 18, 2014 3:25 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 893880

Re: The "How do I..." Thread

In Doom Builder 2, how do I change skies? Right now I only see F_SKY1 to choose from and the other Doom II skies are missing from the textures like the burning city and stuff. The map is standard Doom 2 config. At first I thought it was because I was on MAP02 and it uses that particular sky, so I ...
by TheDarkArchon
Fri Aug 29, 2014 8:01 pm
Forum: Editing (Archive)
Topic: Having issues with shotgun reloading..
Replies: 7
Views: 698

Re: Having issues with shotgun reloading..

The issue is not with where the chambered is given per se; it's the fact the shell count is done at the cock state. Basically, what is happening when the player presses fire with 11 ShotgunLoaded items: The shotgun is fired. ShotgunChambered goes from 0 to 1 and ShotgunLoaded is still 11. The ...
by TheDarkArchon
Fri Aug 29, 2014 7:18 pm
Forum: Editing (Archive)
Topic: Having issues with shotgun reloading..
Replies: 7
Views: 698

Re: Having issues with shotgun reloading..

What a scrublord mistake on my part. Not to worry, because I just realised what's happened in regards to the lack of cock and what made me not realise it was also a silly mistake; The chamber is cleared BEFORE the reload starts so after the reload state is done, there is no "ShotgunChambered" item ...
by TheDarkArchon
Fri Aug 29, 2014 7:08 pm
Forum: Editing (Archive)
Topic: Having issues with shotgun reloading..
Replies: 7
Views: 698

Re: Having issues with shotgun reloading..

The 6 round thing is caused by the last line of the Cock state: SHTG CB 4 A_GiveInventory("ShotgunLoaded",1) The give happens when the C AND B frames are played in that part of the animation so it's treated as ejecting two shells instead of one. As for the missing cock at the end of the reload, I've ...
by TheDarkArchon
Sun Aug 10, 2014 7:35 am
Forum: Gameplay Mods
Topic: M1887 Zandronum Compatible true dual wielding
Replies: 15
Views: 2983

Re: M1887 Zandronum Compatible true dual wielding

I don't know who did the model rip, but the model itself is from Call of Duty: Modern Warfare 2.

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