I saw that another new version appeared on idgames, dated January 15.
May I ask what has changed?
Search found 66 matches
- 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
- 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!)
Will it even come back at all?Mikk- wrote:Sorry to be a pest, but when is the DRD file service going to be available?
That sounds as if it's not sure.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.
- 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)
Oh, I see. Thanks anyway!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
- 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? 
- 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.
- 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 ...
- 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 ...
- Wed Feb 06, 2013 2:58 pm
- Forum: Closed Bugs [GZDoom]
- Topic: sv_killbossmonst still not giving 100% kills
- Replies: 3
- Views: 338
- 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 ...
- 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 ...
- 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 ...
- 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.
- 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
And I was wondering how in hell I was supposed to get these...Gez wrote:You used to be able to grab them by jumping while they were bobbing low. Now it isn't possible anymore.
- 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 ...
- 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 ...