Search found 61 matches

by MeatyD
Sun Apr 13, 2014 5:39 am
Forum: Editing (Archive)
Topic: Help with my map please?
Replies: 7
Views: 464

Re: Help with my map please?

First check out this:
http://zdoom.org/wiki/PolyObjects

The problem you have is that the polyobjects in the dummy sector are actual sectors rather than empty space surrounded by one sided linedefs. also you should have empty space for the polyobjects to move into
by MeatyD
Thu Mar 13, 2014 1:50 pm
Forum: Editing (Archive)
Topic: Hexen Coop - Needs Testing (Beta 4)
Replies: 0
Views: 429

Hexen Coop - Needs Testing (Beta 4)

So I have been working on a little set of wads that alters how the puzzle items and keys in hexen are handled. Right now, all that this does is move some maps around so that you can play the whole original level set and the deathkings level set in one instance of the engine, and replaces all of the ...
by MeatyD
Thu Mar 13, 2014 1:29 pm
Forum: Requests
Topic: [REQUEST] Blood Smears
Replies: 0
Views: 277

[REQUEST] Blood Smears

So just wondering if anyone could point me to some blood textures that could easily be applied to patches or flats. Maybe something kind of horror or murder mystery themed. I'm hoping that they could fit more towards standard doom texture resolutions, but high res ones are fine too. Thanks for any ...
by MeatyD
Sun Aug 25, 2013 4:44 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 894328

Re: The "How do I..." Thread

I wouldn't think so. If it can't be done in regular ZDoom, I would at least hope that it could be done in GZDoom. In OpenGL, it would be a simple matter of drawing an actor's sprite after all the other elements in the scene have been rendered.
by MeatyD
Sun Aug 25, 2013 4:22 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 894328

Re: The "How do I..." Thread

Would anyone happen to know how to make an actor visible through walls? it would be really great for things like flare effects and objective markers.
by MeatyD
Wed Apr 24, 2013 12:56 pm
Forum: Editing (Archive)
Topic: Stoping ambient sounds with ACS
Replies: 11
Views: 966

Re: Stoping ambient sounds with ACS

Thing_Activate and Thing_Deactivate only work on the Heretic style ambient sound things. I assume that you are trying to use the AmbientSound ACS function from Hexen. Maybe try using AmbientSound with an empty string for the sound name like this:

Code: Select all

AmbientSound("",127);
by MeatyD
Fri Apr 12, 2013 3:44 pm
Forum: Editing (Archive)
Topic: The "How do I..." Thread
Replies: 14568
Views: 894328

Re: The "How do I..." Thread

NeoSpearBlade wrote: Is it possible for when an enemy attacks with a projectile, let's say The Mancubus, to play 2 sounds at once?
Yes. Check out A_PlaySound and use 2 different channels.
by MeatyD
Fri Apr 12, 2013 12:10 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 589008

Re: GZDoom Builder 1.14

I just noticed in this image by Kappes Buur: http://i.imgur.com/XmHD88Q.png That the last line uses "a" instead of "an". Not trying to be a grammar nazi and it's not really a big deal at all, but it should be a simple fix. Only a few lines would need to be changed. I would just change this line from ...
by MeatyD
Thu Apr 11, 2013 8:24 pm
Forum: Creation, Conversion, and Editing
Topic: SLADE Discussion - Latest: v3.2.7 (25/Dec/2024)
Replies: 3112
Views: 397195

Re: SLADE v3.0.2 final Released

same problem here. When i compile an acs library, slade freezes up and stops working.
by MeatyD
Sat Apr 06, 2013 8:25 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 589008

Re: GZDoom Builder 1.14

You can change the selection behavior in the last tab of the preferences window (F5 by default). You can make it always add for one of the options, but selection modifier keys would be the best way to do it for a future release.
EDIT: damn too slow, shoud've refreshed first.
by MeatyD
Fri Apr 05, 2013 3:14 pm
Forum: Editing (Archive)
Topic: Slowing the player (Movement sway)
Replies: 26
Views: 2867

Re: Slowing the player (Movement sway)

SetActorVelocity. Set the last argument to true, then you might get what you're looking for.
by MeatyD
Fri Apr 05, 2013 2:49 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 589008

Re: GZDoom Builder 1.14

Those are just compiler warnings, it still compiled fine because it should break out with an error if any of the files fail to be created. Great news on getting Bootless Star working though. I never quite understood it.
by MeatyD
Thu Apr 04, 2013 10:43 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 589008

Re: GZDoom Builder 1.14

My batch file is for the default installation path for Visual Studio 2012 on 64-bit systems. What errors showed up when you ran the batch file and where did you run it from?
by MeatyD
Thu Apr 04, 2013 12:02 pm
Forum: Abandoned/Dead Projects
Topic: GZDoom Builder 2.3
Replies: 5615
Views: 589008

Re: GZDoom Builder 1.14

On a different note. Over on DRDteam, Siberian Tiger has this Bootless Star to compile GZDoombuilder. I followed the interchange between him and NeoHippo, but I cannot make heads or tails out of it. (other stuff) Any advise is appreciated. Honestly I just use the makerelease.bat file included in ...

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