Search found 9997 matches
- Mon Nov 30, 2009 4:10 pm
- Forum: Rules and Forum Announcements
- Topic: ZDoom Wiki Thread
- Replies: 889
- Views: 243364
Re: ZDoom Wiki Thread
Again, I don't see the point in [wiki=Installation]this[/wiki] given we already have [wiki=Installation and execution of ZDoom]that[/wiki]. It's just a redundant page. Anything that's new to this new page could have simply been added to the already existing article. Agreed. Merged the content into ...
- Wed Oct 21, 2009 1:19 pm
- Forum: Editing (Archive)
- Topic: Doom Builder Map Units
- Replies: 9
- Views: 1050
Re: Doom Builder Map Units
I'm sure it was pronounced more like "s'longuzz".Xaser wrote:Somehow, the prospect of actually hearing someone say "so long as" in a southern accent makes me chuckle. Such sophisticated language for a humble farmboy. xP
- Tue Oct 20, 2009 6:19 pm
- Forum: Closed Bugs [GZDoom]
- Topic: Game Freezes when Selecting a Weapon
- Replies: 20
- Views: 1226
Re: Game Freezes when Selecting a Weapon
I have to be honest here: I'm not too fond of the feature creep caused by code submissions recently. But somehow people seem to expect that if the code is available it's supposed to be added to the engine... I think everyone who has submitted code understands (or at least should understand) that it ...
- Tue Oct 20, 2009 6:05 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [1764] Melee weapons not "sticking" ...
- Replies: 15
- Views: 2186
Re: [1764] Melee weapons not "sticking" ...
That might have been why floating monsters automatically descended to your level when you approached them. Doubtful. Remember you couldn't look up or down at all in Doom, and you couldn't stand on top of or under enemies, so I'm sure they never considered the case of a directly vertical hit because ...
- Mon Oct 05, 2009 5:42 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Custom MageWand trail
- Replies: 20
- Views: 1527
Re: Custom MageWand trail
But presumedly (haven't looked at any code here yet) the special spawns X actors in the space between its current position and its previous position, else we're back to the whole "Why not do this once a tic with A_Spawn" problem. So then could we change the value of X to increase the number of ...
- Mon Oct 05, 2009 5:33 pm
- Forum: Editing (Archive)
- Topic: Archvile similar to vanilla Doom - has it been done ?
- Replies: 10
- Views: 753
Re: Archvile similar to vanilla Doom - has it been done ?
That would make sense in a client/server system, but Doom doesn't process things that way. The case you're describing would require that the server "told" T's machine to stick the player in the ceiling, and the client obliged without doing any logic of its own. (Even most modern games that do use ...
- Mon Oct 05, 2009 5:28 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Custom MageWand trail
- Replies: 20
- Views: 1527
Re: Custom MageWand trail
Can you control the spacing between actors with this new implementation? Because then you could set them to appear one map unit apart (possibly less?) and get as close to an uninterrupted "beam" as the Doom engine will allow. Granted it would also lag some computers, but there are many effects that ...
- Sat Oct 03, 2009 11:44 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r1794-1891] Saves going into C:\Windows?!
- Replies: 14
- Views: 878
Re: [r1794-1891] Saves going into C:\Windows?!
Windows Explorer. I open the ZIP and double-click the WAD file from within the ZIP file. ZDoom opens it without any qualms. ...a little warning would certainly be nice. Somehow. I dunno. This is a case of the OS being "too" helpful, methinks. And it's damned-if-you-do-damned-if-you-don't as far as ...
- Sat Oct 03, 2009 8:12 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [r1794-1891] Saves going into C:\Windows?!
- Replies: 14
- Views: 878
Re: [r1794-1891] Saves going into C:\Windows?!
Clarify. Are you running a WAD directly out of its zip file? In that case, only WinZip (or whatever application you're using to view the ZIP file) knows.Project Dark Fox wrote:Pray tell, when I open a zip file...
Also you should not be doing that.
- Sat Oct 03, 2009 8:04 pm
- Forum: Closed Bugs [GZDoom]
- Topic: r1876, Cant warp in nightmare
- Replies: 24
- Views: 1578
Re: r1876, Cant warp in nightmare
To clarify my earlier post: I don't disagree with the decision to allow idclev as a cheat in Nightmare, whether or not it was in the original game that way. If somebody wants to use such a command to alter their own play experience (not involving other non-consenting individuals of course), I really ...
- Thu Oct 01, 2009 7:09 pm
- Forum: Closed Bugs [GZDoom]
- Topic: r1876, Cant warp in nightmare
- Replies: 24
- Views: 1578
Re: r1876, Cant warp in nightmare
Doris Crenningwill wrote:This technically is not a cheat.
How is being able to skip levels without having to complete them not a cheat?People should not be forced to use command line to play a gamemode selectable by the menu.
- Mon Sep 21, 2009 10:41 pm
- Forum: General
- Topic: Someone to code a custom cast call?
- Replies: 32
- Views: 2421
Re: Someone to code a custom cast call?
Not to undermine what Gez has done so far, but looking at Enjay's proposed file format made me think it should be done in Decorate, at least to the extent possible. What can't be done there should be doable in MAPINFO. For the actual "cast members", have a base actor ("CastCallActor" or something ...
- Mon Sep 21, 2009 1:31 am
- Forum: Closed Bugs [GZDoom]
- Topic: GetActorProperty APROP_SpawnHealth broke?
- Replies: 10
- Views: 1098
Re: GetActorProperty APROP_SpawnHealth broke?
So basically this script could be fixed very easily:
And you're done.
Code: Select all
script 868 (void)
{
int maxhealth = GetActorProperty(0, AProp_SpawnHealth);
if (maxhealth == 0) maxhealth = 100;
SetActorProperty(0, AProp_SpawnHealth, maxhealth+1);
}- Sun Sep 20, 2009 10:59 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Frightened monsters - option to attack more often
- Replies: 18
- Views: 2267
Re: Frightened monsters - option to attack more often
Patented when? I've seen it used since vanilla Doom, and it's how the chicken in CTC runs away from the players.Xaser wrote:Considering that's precisely Enjay's patented trick, I'm curious to wonder exactly how serious Hotwax is being...
- Sun Sep 20, 2009 10:17 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Linedef/Script action - Ceiling/Floor_MoveToValue
- Replies: 3
- Views: 567
Re: Linedef/Script action - Ceiling/Floor_MoveToValue
The good news is your grasp of action special naming conventions is spot-on.The Slimeinator wrote:Ceiling_MoveToValue(tag,value,speed);
Floor_MoveToValue(tag,value,speed);
The bad news is you've completely failed to read the ****ing wiki:
[wiki]Ceiling_MoveToValue[/wiki]
[wiki]Floor_MoveToValue[/wiki]