Search found 658 matches
Re: Kate Fox
She will be dearly missed. Not only did she help me with Doom RPG, but she was also an amazing friend who was always there for people when they needed it. Taking the time out of whatever she was doing to talk and offer advice or just be there to listen to your problems if you were having a shitty ...
- Thu Apr 21, 2016 6:17 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548709
Re: Kyle873's Doom RPG Mod [0.10.0 Beta]
Due to circumstances involving development hell in terms of both (G)ZDoom as a source port and the community as well as other factors, I (Kyle873) and Kate (Pink Silver) will no longer be actively developing Doom RPG. It was a good run and I had an absolute blast working on it, but It's time for ...
- Fri Mar 04, 2016 5:55 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548709
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
I've merged the GDCC conversion branch into master. Fair warning that there will be broken shit, like character saving. Right now I'm dead tired of working on this stuff. I can't make any headway because ZDoom is doing a fucking fantastic job at breaking my shit, and I'm tired of trying to fight the ...
- Wed Mar 02, 2016 11:00 pm
- Forum: Abandoned/Dead Projects
- Topic: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
- Replies: 236
- Views: 100918
Re: [Engine] GLOOME / [WIP] Project 67 & Nocturne in Yellow
Ultimate Freedoomer wrote:Then why not just make a GPL software renderer...
- Wed Mar 02, 2016 8:49 pm
- Forum: Gameplay Mods
- Topic: LegenDoom [3.0] - LDL [4.2]
- Replies: 661
- Views: 233276
Re: LegenDoom [Almost Done]

WHOOPS I ACCIDENTALLY'D A SCREENSHOT I SURE HOPE YHOLL DOESN'T HURT ME OR SOMETh
- Tue Mar 01, 2016 10:35 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Scripting] elseif keyword
- Replies: 27
- Views: 1885
Re: [Scripting] elseif keyword
What the fuck happened in here? The amount of whining is beyond belief. Also, you have your "else if", though if I had seen this thread first I would have given a second thought to actually bothering. Also, you have your "else if", though if I had seen this thread first I would have given a second ...
- Mon Feb 29, 2016 2:34 pm
- Forum: Gameplay Mods
- Topic: LegenDoom [3.0] - LDL [4.2]
- Replies: 661
- Views: 233276
Re: LegenDoom [Almost Done]
I AM HELPING
- Mon Feb 29, 2016 1:18 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Scripting] elseif keyword
- Replies: 27
- Views: 1885
Re: [Scripting] elseif keyword
The problem here is not an 'early-learner mistake' but a parser that has some difficulty handling this stuff and is supposed to be superseded in the near future. How much work would you invest there? If it is an internal limitation that is going to be fixed, I would say that this issue should be ...
- Mon Feb 29, 2016 10:46 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Scripting] elseif keyword
- Replies: 27
- Views: 1885
Re: [Scripting] elseif keyword
Similarly to how randi grew tired of people complaining why their ACS scripts won't work . That's some pretty shit reasoning for doing that. Forcing a style like that just comes off to me as "I can't be arsed to implement it otherwise and deal with people who don't know what they're doing". This ...
- Mon Feb 29, 2016 10:18 am
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: [Scripting] elseif keyword
- Replies: 27
- Views: 1885
Re: [Scripting] elseif keyword
Couldn't agree more. Right now it feels like it's encouraging people to write horrible code that indents into another dimension.
- Wed Feb 24, 2016 1:15 pm
- Forum: Gameplay Mods
- Topic: DoomRL Arsenal - [1.1.5] [MP-B7.3]
- Replies: 7023
- Views: 1714093
Re: DoomRL Arsenal - [1.05] [MP-B6.2]
I got to this mod because it won Cacoward, so I expected professional level of quality, maybe I was wrong and Cacowards are actualy no better than /idgames user reviews and therefore are no indication of quality. OH NOES . THE MOD HAS A COUPLE OF PROBLEMS, CLEARLY THOSE CACOWARD FUCKERS LIED TO ME ...
- Fri Feb 19, 2016 1:58 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548709
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
So just a heads up that the current dev builds are absolutely fucked beyond belief.
I'd advise everyone to stick to late january builds until they sort their shit out.
I'd advise everyone to stick to late january builds until they sort their shit out.
- Wed Feb 10, 2016 8:11 am
- Forum: Creation, Conversion, and Editing
- Topic: GDCC: An Alternative ACS Compiler [0.15.0]
- Replies: 228
- Views: 60850
Re: GDCC: An Alternative ACS Compiler
Unfortunately, I do not know enough about Windows to know what might cause that error on one system, but not others. In development news, I have changed the default behavior of gdcc-cc and gdcc-as to output bytecode by default instead of IR, as in the other GDCC programs. To get IR output, use the ...
- Wed Feb 10, 2016 7:17 am
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548709
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
So I finally managed to get this working with a bunch of friends using GZDoom and ZDL. There's a problem however when we return to the outpost: On the console: 2 missings segs counted in GL Nodes. The BSP needs to be rebuilt. On the "Zdoom Very Fatal Error" report: Code: C0000005 (Acess Violation ...
- Mon Feb 08, 2016 11:08 pm
- Forum: Abandoned/Dead Projects
- Topic: Kyle873's Doom RPG Mod [0.10.0 Beta]
- Replies: 3306
- Views: 548709
Re: Kyle873's Doom RPG Mod [0.9.14 Beta]
Has the token converter been moved on the master branch? The wiki says it's located next to the difficulty computer, but on the left is a wall mounted injector panel, and the row of computers on the right don't seem to have a function when I use them. The token converter, and well, tokens in ...