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by HotWax
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 ...
by HotWax
Wed Oct 21, 2009 1:19 pm
Forum: Editing (Archive)
Topic: Doom Builder Map Units
Replies: 9
Views: 1050

Re: Doom Builder Map Units

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
I'm sure it was pronounced more like "s'longuzz". :P
by HotWax
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 ...
by HotWax
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 ...
by HotWax
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 ...
by HotWax
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 ...
by HotWax
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 ...
by HotWax
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 ...
by HotWax
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?!

Project Dark Fox wrote:Pray tell, when I open a zip file...
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.

Also you should not be doing that. :P
by HotWax
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 ...
by HotWax
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.
People should not be forced to use command line to play a gamemode selectable by the menu.
How is being able to skip levels without having to complete them not a cheat? :P
by HotWax
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 ...
by HotWax
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:

Code: Select all

script 868 (void)
{
    int maxhealth = GetActorProperty(0, AProp_SpawnHealth);
    if (maxhealth == 0) maxhealth = 100;
    SetActorProperty(0, AProp_SpawnHealth, maxhealth+1);
}
And you're done.
by HotWax
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

Xaser wrote:Considering that's precisely Enjay's patented trick, I'm curious to wonder exactly how serious Hotwax is being... :P
Patented when? I've seen it used since vanilla Doom, and it's how the chicken in CTC runs away from the players.
by HotWax
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 Slimeinator wrote:Ceiling_MoveToValue(tag,value,speed);
Floor_MoveToValue(tag,value,speed);
The good news is your grasp of action special naming conventions is spot-on.
The bad news is you've completely failed to read the ****ing wiki:

[wiki]Ceiling_MoveToValue[/wiki]
[wiki]Floor_MoveToValue[/wiki]

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