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
Search found 61 matches
- Sun Apr 13, 2014 5:39 am
- Forum: Editing (Archive)
- Topic: Help with my map please?
- Replies: 7
- Views: 464
- 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 ...
- 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 ...
- 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.
- 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.
- Mon Aug 19, 2013 6:59 pm
- Forum: Resources
- Topic: [Assorted] ETTiNGRiNDER's one-stop resource shop
- Replies: 89
- Views: 26121
Re: [Assorted] ETTiNGRiNDER's one-stop resource shop
Found the missing stuff
http://www.mediafire.com/?damyy5s3m113gad
http://www.mediafire.com/?damyy5s3m113gad
- 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);
- 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
Yes. Check out A_PlaySound and use 2 different channels.NeoSpearBlade wrote: Is it possible for when an enemy attacks with a projectile, let's say The Mancubus, to play 2 sounds at once?
- 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 ...
- 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.
- 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.
EDIT: damn too slow, shoud've refreshed first.
- 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.
- 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.
- 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?
- 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 ...