Search found 2230 matches
- Mon Oct 05, 2020 3:26 pm
- Forum: General
- Topic: Raze is not dead yet...
- Replies: 62
- Views: 9196
Re: Raze is not dead yet...
While we were able to obtain permission from all other contributors, the credits for Exhumed also list MaxED, but I have no idea how to contact him. His forum account here has been inactive for more than 3 years and his Github account doesn't look active, either, anymore. Does anybody know how to ...
- Wed Jul 19, 2017 1:03 pm
- Forum: Off-Topic
- Topic: Q2's Gound Zero no elevators bug.
- Replies: 20
- Views: 2438
Re: Q2's Gound Zero no elevators bug.
For the record, I was only playing M64 on Normal. You were playing with monsters/items placement matching the Hard difficulty setting from the N64 version, because that was the only placement implemented at the time. Current build also has the placement for Medium difficulty setting implemented in ...
- Tue Jul 18, 2017 4:42 pm
- Forum: Off-Topic
- Topic: Q2's Gound Zero no elevators bug.
- Replies: 20
- Views: 2438
Re: Q2's Gound Zero no elevators bug.
I certainly can't locate the source of any of his "ultimate" engines anywhere. I can . The link is included in the documentation, which comes with the engine. What is it with mod/engine devs being dicks these days? What is it with users being self-entitled idiots these days? Did you really think ...
- Sun Jan 08, 2017 4:13 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590658
Re: GZDoom Builder 2.3
I think I'll better go and make Duke Builder or something. See ya.
- Sun Jan 08, 2017 2:36 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590658
Re: GZDoom Builder 2.3
This is how the texture selection window looks in a generic Quake-related editing tool Yet somehow TrenchBroom threads are not brimming with people crying "TEH TEHTUERS BORSER IS HORRIBUL!!!" To be honest, I haven't seen anyone there complaining about it. Well it's still hard to implement detailed ...
- Sun Jan 08, 2017 2:26 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590658
Re: GZDoom Builder 2.3
Side node, was that texture browser idea taken from Quake map editors? From Sledge , actually, both idea and implementation :) "adding a setting is hard". Adding a setting is not hard. Keeping all existing settings in mind while adding new stuff, testing said new stuff with all possible ...
- Sun Jan 08, 2017 1:56 pm
- Forum: Editing (Archive)
- Topic: ACS: where are SetActorProperty and GetActorProperty?
- Replies: 4
- Views: 483
Re: ACS: where are SetActorProperty and GetActorProperty?
Yes.printz wrote:Are they built-in in ACC?
- Sun Jan 08, 2017 1:52 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590658
Re: GZDoom Builder 2.3
You guys keep mentioning it, yet nobody have provided a reason WHY they should be gone. Also removing them will require aligning texture names to the middle of the image, because otherwise they will look strange and HORRIBLE.Kappes Buur wrote:The outlines should be gone
- Sat Jan 07, 2017 3:33 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590658
Re: GZDoom Builder 2.3
That can surely be softened up by pull requests, which implement said functionality.printz wrote:I think that can be softened up.
- Sat Jan 07, 2017 12:23 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590658
Re: GZDoom Builder 2.3
Yes, the key is Tab.ZZYZX wrote:is it possible to toggle between "used textures on top" and "used textures in their place" modes with a key?
- Fri Jan 06, 2017 7:06 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590658
Re: GZDoom Builder 2.3
I added a range finder display for things mode that I thought you may find useful. Added, with the following changes: - min/max ranges are specified per-argument: //$arg0 Radius minmax //$arg0renderstyle circle //$arg0minrange 32 //$arg0maxrange 128 //$arg0minrangecolor 0000FF //$arg0maxrangecolor ...
- Fri Jan 06, 2017 2:49 am
- Forum: Creation, Conversion, and Editing
- Topic: GZDB plugin: 3D floor mode
- Replies: 198
- Views: 39960
Re: GZDB plugin: 3D floor mode
I'll fix it. There was no reason to break plugin compatibility here.
EDIT: fixed.
EDIT: fixed.
- Thu Jan 05, 2017 5:20 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590658
Re: GZDoom Builder 2.3
No. Either game configuration definition or DECORATE actor is required.
- Wed Jan 04, 2017 7:20 am
- Forum: Abandoned/Dead Projects
- Topic: [REL/FINAL] GZDoom-GPL 2.4 - now with software renderer
- Replies: 213
- Views: 42373
Re: GZDoom-GPL (game engine for indies)
Alekv wrote:bug here and there.

- Sat Dec 31, 2016 1:18 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 590658