Search found 80 matches
- Wed May 15, 2013 11:25 am
- Forum: General
- Topic: Things in Doom Mappers Do to Annoy You
- Replies: 102
- Views: 11226
Re: Things in Doom Mappers Do to Annoy You
When I hear the archvile wake up sound, my heart sinks. Not because I don't want to fight it but because, from that point on, I anticipate the archie being used in an annoying or frustrating way. Most of the time my pessimism turns out to be well founded and when I finally find the archie (or he ...
- Wed May 08, 2013 1:00 pm
- Forum: General
- Topic: Things in Doom Mappers Do to Annoy You
- Replies: 102
- Views: 11226
Re: Things in Doom Mappers Do to Annoy You
- Ammo shortages. No, it's not fun to pray over every bullet and then find out you're out of ammo anyway and you have no choice but to try and somehow run past the monsters.
- Being forced to fight chaingunners/arachnotrons/revenants/archviles without ANY cover.
- Being forced to fight chaingunners/arachnotrons/revenants/archviles without ANY cover.
- Sat Nov 08, 2008 3:22 am
- Forum: Editing (Archive)
- Topic: HudMessage doesn't work?!
- Replies: 8
- Views: 409
Re: HudMessage doesn't work?!
Okay, thanks. Turns out I've misread the wiki page.
- Fri Nov 07, 2008 12:32 pm
- Forum: Editing (Archive)
- Topic: HudMessage doesn't work?!
- Replies: 8
- Views: 409
HudMessage doesn't work?!
Code: Select all
#include "zcommon.acs"
script 1 OPEN
{
print(s:"test");
delay(35);
HudMessage(s:"Message text here"; HUDMSG_PLAIN, 0, CR_YELLOW, 1.5, 1.5, 4.0);
}
- Sat Feb 17, 2007 1:02 pm
- Forum: Closed Feature Suggestions [GZDoom]
- Topic: Crosshair health color customisability
- Replies: 14
- Views: 1365
:thinking: Or you could even have even more gradual progression. First, the crosshair would smoothly change color from green to yellow, and then yellow to red. For example it might be 00FF00 at 100% health, then - as the player takes damage - add in red so the crosshair will slowly turn yellow. I ...
- Sat Jul 01, 2006 12:05 am
- Forum: Editing (Archive)
- Topic: MAPINFO generates errors
- Replies: 6
- Views: 314
- Fri Jun 30, 2006 2:46 pm
- Forum: Editing (Archive)
- Topic: MAPINFO generates errors
- Replies: 6
- Views: 314
MAPINFO generates errors
And it grrrr gives me an error when I load the map, saying thatmap MAP01 "Mortopolis"
levelnum 1
next MAP02
secretnext MAP02
sky1 SKY1 0
par 240
music D_RUNNIN
fallingdamage
Script Error MAPINFO line 1
Bad syntax.
- Wed Jun 14, 2006 11:32 pm
- Forum: Closed Bugs [GZDoom]
- Topic: [98] Annoying running problems
- Replies: 3
- Views: 283
[98] Annoying running problems
I don't know why, but running is a big problem in ZDoom. When CL_RUN is true, everything works as expected (running is the normal thing, walking is triggered by a key). But when it is false, I can't run effectively. When I press Shift (my run key) while walking everything works OK, at least until I ...
- Wed Jun 07, 2006 9:20 am
- Forum: Editing (Archive)
- Topic: Changing flats during play
- Replies: 9
- Views: 592
- Tue Jun 06, 2006 7:27 am
- Forum: Editing (Archive)
- Topic: Changing flats during play
- Replies: 9
- Views: 592
Changing flats during play
Is there a way to change a floor flat of a sector with a script?
- Sat May 27, 2006 6:22 am
- Forum: General
- Topic: [The Gallery] ZDoom Fake Screenshots
- Replies: 105
- Views: 12340
- Sat May 27, 2006 4:45 am
- Forum: Editing (Archive)
- Topic: Monster Resource Wad
- Replies: 936
- Views: 75163
- Fri May 26, 2006 6:21 am
- Forum: Editing (Archive)
- Topic: Columns in water
- Replies: 6
- Views: 345
Columns in water
Using Transfer_Heights, I made a pool of water. But is it possible to make a column which rises out of the pool, so that you can see it both underwater and overwater?
- Tue Sep 13, 2005 5:48 am
- Forum: Editing (Archive)
- Topic: My Knife doesn't work
- Replies: 8
- Views: 452
- Mon Sep 12, 2005 9:54 am
- Forum: Editing (Archive)
- Topic: My Knife doesn't work
- Replies: 8
- Views: 452