Search found 366 matches

by SargeBaldy
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 ...
by SargeBaldy
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 ...
by SargeBaldy
Thu Feb 17, 2005 10:55 pm
Forum: Editing (Archive)
Topic: *cough* ZooM *cough*
Replies: 106
Views: 6305

by SargeBaldy
Sat Feb 12, 2005 1:09 am
Forum: Closed Bugs [GZDoom]
Topic: [96] no translucency on chickens
Replies: 32
Views: 1682

geedougg wrote:What level did this happen in? I wanna test it out....
The end of E1M8 is a good testing ground, there's an egg on the liches platform and some ghosty nitrogolems come out after you kill them all.
by SargeBaldy
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.
by SargeBaldy
Tue Jan 25, 2005 11:24 pm
Forum: Editing (Archive)
Topic: *cough* ZooM *cough*
Replies: 106
Views: 6305

that's ok. i've had too much work to do and just finished up another wad. i guess i'm just not in a real rush to work on it right now, and might not be for a while. partly i was waiting on the ability to code new weapons. but certainly i can see why you'd want out, and it's fine by me.
by SargeBaldy
Fri Jan 21, 2005 6:19 am
Forum: Closed Bugs [GZDoom]
Topic: [Bad DDraw?] [96] does not start
Replies: 8
Views: 524

I was under the impression it used Allegro to handle that.
by SargeBaldy
Thu Jan 20, 2005 9:32 pm
Forum: Closed Bugs [GZDoom]
Topic: [Bad DDraw?] [96] does not start
Replies: 8
Views: 524

I haven't, but I don't think that's the issue since most of the time I can run ZDoom. Also, when I can't run ZDoom I can't seem to run Eternity either, and that doesn't even use DirectX which is why I thought they both just might be conflicting with something else I have running.
by SargeBaldy
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 ...
by SargeBaldy
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 ...
by SargeBaldy
Sat Oct 23, 2004 7:14 pm
Forum: Closed Bugs [GZDoom]
Topic: ZDBSP creates weird nodes
Replies: 13
Views: 784

This bug has been around some time and is pretty major as it means you can't reliably use ZDBSP nodes for non-ZDoom WADs. And no, this isn't a ZDoom bug, but if you were paying attention you'd see this forum also covers ZDBSP and ZETH ones as well.
by SargeBaldy
Wed Mar 31, 2004 11:59 pm
Forum: Editing (Archive)
Topic: Transparent PNGs?
Replies: 23
Views: 1148

pretty sure you're not supposed to use cyan on PNG images. just use the normal PNG transparency.
by SargeBaldy
Wed Mar 31, 2004 11:58 pm
Forum: Closed Bugs [GZDoom]
Topic: [Not a bug] my unwanted twin
Replies: 22
Views: 1269

it's called a voodoo doll, and it exists in doom(2).exe as well. although technically a bug, mappers have made good use of it, and removing it would cause incompatibility with many wads, including final doom.
by SargeBaldy
Tue Mar 16, 2004 8:45 pm
Forum: Closed Bugs [GZDoom]
Topic: [Not a bug] odd teleport bug...
Replies: 2
Views: 320

OK... thanks for the clarification.
by SargeBaldy
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.

Go to advanced search