Search found 66 matches

by Lars2500
Thu Jan 22, 2015 7:09 pm
Forum: TCs, Full Games, and Other Projects
Topic: [Hexen] Serpent: Resurrection [New version 09/2017]
Replies: 566
Views: 115512

Re: [Hexen] Serpent: Resurrection [New version 12/2014]

I saw that another new version appeared on idgames, dated January 15.

May I ask what has changed?
by Lars2500
Fri Jun 07, 2013 8:57 pm
Forum: General
Topic: DRD Team File Sharing (Better than Rapidshare!)
Replies: 125
Views: 18989

Re: DRD Team File Sharing (Better than Rapidshare!)

Mikk- wrote:Sorry to be a pest, but when is the DRD file service going to be available?
Will it even come back at all?
Eruanna wrote:I do not even know if the file space will survive the transfer, it is turning out to be even bigger than the SVN repos that the site was hosting.
That sounds as if it's not sure.
by Lars2500
Wed May 15, 2013 4:16 pm
Forum: TCs, Full Games, and Other Projects
Topic: Carnage Galore 3, now for GZDoom - beta (update)
Replies: 233
Views: 87474

Re: Carnage Galore 3, now for GZDoom - beta (update)

wolfman wrote:DRDteam was the new link, but everything from drdteam.org is currently being transferred to MancuNET.

Alternate link: http://www.mediafire.com/?5475us4m9l50cjn
Oh, I see. Thanks anyway!
by Lars2500
Wed May 15, 2013 2:25 pm
Forum: TCs, Full Games, and Other Projects
Topic: Carnage Galore 3, now for GZDoom - beta (update)
Replies: 233
Views: 87474

Re: Carnage Galore 3, now for GZDoom - beta (update)

I may be blind but I cannot seem to find the working link. Where is it? :?
by Lars2500
Sun Mar 24, 2013 4:30 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Doom II Map 19 compatibility flag
Replies: 2
Views: 429

Doom II Map 19 compatibility flag

Doom II Map 19 (The Citadel) should have the "nopassover" flag set in compatibility.txt, because otherwise you can just walk over the blue torches to reach the secret red building which you are not supposed to reach that way.
by Lars2500
Sat Mar 09, 2013 5:21 pm
Forum: Closed Bugs [GZDoom]
Topic: [3709 Mac] ZPack E2M3: checkerboard portal
Replies: 44
Views: 4148

Re: [3709 Mac] ZPack E2M3: checkerboard portal

I just checked this with 2.2.0 which was the current version at the time of release. With that it all works fine - except of the bugs in the portal setup, of course. To add even more confusion: With a freshly installed copy of v2.2.0 (http://zdoom.org/files/zdoom/2.2/zdoom-2.2.0.zip) the portal ...
by Lars2500
Sat Feb 09, 2013 12:41 pm
Forum: General
Topic: Dumb questions
Replies: 4
Views: 688

Dumb questions

I've seen that the recent SVNs have gotten a lot of changes to something called "DUMB". What is this, actually? Does it refer to "foo_dumb" in the module replayer options? What is this module replayer used for anyway? The wiki says it is used to play back "tracker modules", something like advanced ...
by Lars2500
Mon Jan 28, 2013 4:58 pm
Forum: Closed Bugs [GZDoom]
Topic: sv_killbossmonst still not giving 100% kills
Replies: 3
Views: 338

sv_killbossmonst still not giving 100% kills

Follow-up to this : sv_killbossmonst is still not giving 100% kills, though it's closer than before. It seems that percents drop below 100% as soon as an Arch-Vile spawns in and starts resurrecting monsters. Up to that point it's always 100%. So, the issues with the lost souls seem to be fixed but ...
by Lars2500
Mon Jan 21, 2013 2:21 pm
Forum: Closed Bugs [GZDoom]
Topic: sv_killbossmonst not giving 100% kills
Replies: 1
Views: 282

sv_killbossmonst not giving 100% kills

I've been playing around with sv_killbossmonst ("Killing Romero kills all his spawns") on Doom 2 map30 and found that I often do not get 100% kills on the tally screen, rather something in the 80s or 90s (the regular monsters on the level are all killed, of course). I believe it may be caused by the ...
by Lars2500
Sun Jan 20, 2013 4:37 pm
Forum: Closed Bugs [GZDoom]
Topic: r4029 Gameplay menu off to the right
Replies: 12
Views: 598

Re: r4029 Gameplay menu off to the right

Also, how about "Don't Select Empty Weapons"? The term "raise" might be a bit weird to some players. Well, if the attempt is to shorten the original string, that would fail here. It has only two less characters, less spaces and no "i", so would roughly result in the same length. Also, shouldn't it ...
by Lars2500
Tue Jan 15, 2013 9:18 pm
Forum: Closed Bugs [GZDoom]
Topic: Health bonus in Void cannot be grabbed anymore
Replies: 5
Views: 575

Re: Health bonus in Void cannot be grabbed anymore

If I remember correctly, wasn't one of the reasons for making the floatbob effect renderer-only that items should be able to be picked up regardless of their floatbobbing state? If so, it is now not working as intended, or is it? Correct me if I'm wrong.
by Lars2500
Sat Jan 12, 2013 4:48 pm
Forum: Closed Bugs [GZDoom]
Topic: Health bonus in Void cannot be grabbed anymore
Replies: 5
Views: 575

Re: Health bonus in Void cannot be grabbed anymore

Gez wrote:You used to be able to grab them by jumping while they were bobbing low. Now it isn't possible anymore.
And I was wondering how in hell I was supposed to get these...
by Lars2500
Tue Nov 20, 2012 10:53 am
Forum: Abandoned/Dead Projects
Topic: Reinchard's wip textures demo available
Replies: 125
Views: 14067

Re: Reinchard's wip textures demo available

Contrary to what one may think when reading Reinchard's post that the texture pack is complete for E1M1 "Hangar" only, the pack is almost complete for the entire first episode. There are only a few missing. So, I encourage everyone to play through all levels. (The computer panels are especially ...
by Lars2500
Mon Nov 19, 2012 5:21 pm
Forum: General
Topic: OPL synthesis
Replies: 2
Views: 365

OPL synthesis

With the recent enhancements to ZDoom's OPL emulator, one is allowed to use up to 8 emulated OPL2 chips. Question: What is the advantage of setting this to anything higher than the default 2? I do not hear any difference in the OPL sound regardless of what this is set to, at least with Doom's stock ...

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