Search found 658 matches

by Kyle873
Tue Dec 19, 2017 8:58 pm
Forum: Off-Topic
Topic: Kate Fox
Replies: 74
Views: 16336

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 ...
by Kyle873
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 ...
by Kyle873
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 ...
by Kyle873
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...
by Kyle873
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]

Image

WHOOPS I ACCIDENTALLY'D A SCREENSHOT I SURE HOPE YHOLL DOESN'T HURT ME OR SOMETh
by Kyle873
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 ...
by Kyle873
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
by Kyle873
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 ...
by Kyle873
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 ...
by Kyle873
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.
by Kyle873
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 ...
by Kyle873
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.
by Kyle873
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 ...
by Kyle873
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 ...
by Kyle873
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 ...

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