Search found 366 matches
- Sat Apr 29, 2006 4:59 pm
- Forum: Editing (Archive)
- Topic: What Happened To "ZOOM" (Doom Racing Mod)
- Replies: 35
- Views: 2783
COOOOOOOOOODE ...say, how well is it commented? Probably very poorly. From what I remember Nanami was "against" commenting in code. On the other hand, she wrote things very clearly and other people seemed to be OK trying to understand it. I'm pretty sure the code is in the demo version? I have a ...
- Mon Apr 24, 2006 9:34 pm
- Forum: Editing (Archive)
- Topic: What Happened To "ZOOM" (Doom Racing Mod)
- Replies: 35
- Views: 2783
It isn't dead, it's just... hibernating. I was actually waiting for the map you said you were considering making. The other problem is that with Nanami's departure there isn't any real coder for the project. The code is actually in a good spot for now, but trying to manage it in the future might ...
- Thu Feb 17, 2005 10:55 pm
- Forum: Editing (Archive)
- Topic: *cough* ZooM *cough*
- Replies: 106
- Views: 6305
- Sat Feb 12, 2005 1:09 am
- Forum: Closed Bugs [GZDoom]
- Topic: [96] no translucency on chickens
- Replies: 32
- Views: 1682
- Fri Feb 11, 2005 9:43 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [96] no translucency on chickens
- Replies: 32
- Views: 1682
[96] no translucency on chickens
In Heretic, translucent monsters remained translucent when turned into chickens. This isn't the case in ZDoom. There might be a similar thing going on in Hexen with the pigs, although I don't remember which if any Hexen enemies were translucent.
- Tue Jan 25, 2005 11:24 pm
- Forum: Editing (Archive)
- Topic: *cough* ZooM *cough*
- Replies: 106
- Views: 6305
- Fri Jan 21, 2005 6:19 am
- Forum: Closed Bugs [GZDoom]
- Topic: [Bad DDraw?] [96] does not start
- Replies: 8
- Views: 524
- Thu Jan 20, 2005 9:32 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Bad DDraw?] [96] does not start
- Replies: 8
- Views: 524
- Thu Jan 20, 2005 4:10 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Bad DDraw?] [96] does not start
- Replies: 8
- Views: 524
[96] does not start
I'm sure it must just be conflicting with something, but I have no idea what's responsible. Code: ACCESS_VIOLATION Tried to write address 00200000 Flags: 00000000 Address: 73775a56 Windows NT 5.1 Build 2600 Service Pack 2 GS=0000 FS=003b ES=0023 DS=0023 EAX=00200000 EBX=0017c860 ECX=00000000 EDX ...
- Fri Dec 03, 2004 10:43 pm
- Forum: Editing (Archive)
- Topic: *cough* ZooM *cough*
- Replies: 106
- Views: 6305
heh, funny, 5h and I have been talking about getting this going again. We would have already but I haven't had Internet at home for a month. We were just going to cut it down to a 10 map project or so, and then let people do expansion packs or whatever if they want. My graveyard map is close enough ...
- Sat Oct 23, 2004 7:14 pm
- Forum: Closed Bugs [GZDoom]
- Topic: ZDBSP creates weird nodes
- Replies: 13
- Views: 784
- Wed Mar 31, 2004 11:59 pm
- Forum: Editing (Archive)
- Topic: Transparent PNGs?
- Replies: 23
- Views: 1148
- Wed Mar 31, 2004 11:58 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Not a bug] my unwanted twin
- Replies: 22
- Views: 1269
- Tue Mar 16, 2004 8:45 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Not a bug] odd teleport bug...
- Replies: 2
- Views: 320
- Tue Mar 16, 2004 5:16 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [Not a bug] odd teleport bug...
- Replies: 2
- Views: 320
odd teleport bug...
Monsters don't seem to teleport in at the right angle using hexen tag 71 (silent teleporter). Attached below is a test wad demonstrating it. Use puke 1 to activate the script, and look at it in a map editor.