Search found 56 matches
- Sun Jun 29, 2014 1:18 am
- Forum: Resources
- Topic: [Voxels] Voxel Vehicles Pack 1.0
- Replies: 27
- Views: 17985
Re: [Voxels] Voxel Vehicles Pack 1.0
Imageshack went full potato, so I had to rehost and relink all the pics. I apologize if this comes off as resurrecting a dead thread.
- Wed Oct 09, 2013 1:15 am
- Forum: Gameplay Mods
- Topic: Prop Hunt
- Replies: 8
- Views: 3361
Re: Prop Hunt
Maybe I could even make some voxel furniture for this! Tables, chairs and so on. I already have experience with voxels from my Voxel Vehicles Pack http://forum.zdoom.org/viewtopic.php?f=37&t=36486
- Tue Oct 08, 2013 12:35 pm
- Forum: General
- Topic: Prop Hunt in ZDoom? (OBSOLETE)
- Replies: 43
- Views: 2906
Re: Prop Hunt in ZDoom?
Sweet! I left a comment in that thread. Go read it. This thread is now officially obsolete.
- Tue Oct 08, 2013 12:28 pm
- Forum: Gameplay Mods
- Topic: Prop Hunt
- Replies: 8
- Views: 3361
Re: Prop Hunt
Hell yes! I'd be interested in trying to make a map for this! Duke Nukem 3D has some great object sprites to rip. How would an office map sound like? Cs_office in Gmod works pretty good for that version. However, I do have a question: Are the positions and quantities of the map actors randomized? I ...
- Tue Oct 08, 2013 2:20 am
- Forum: General
- Topic: Prop Hunt in ZDoom? (OBSOLETE)
- Replies: 43
- Views: 2906
Re: Prop Hunt in ZDoom?
EMERGENCY REDIRECTION BACK TO THE POINT Ok. Further browsing of the ZDoom Wiki raised more questions. When making new teams with TEAMINFO, how do you set the team spawns in Doom Builder? Also, recapping what the hider class needs to do: When a member of the hiders presses the use key on a non ...
- Mon Oct 07, 2013 11:35 am
- Forum: General
- Topic: Prop Hunt in ZDoom? (OBSOLETE)
- Replies: 43
- Views: 2906
Re: Prop Hunt in ZDoom?
I know, but I feel like just looking at a prop and pressing a button would be much smoother and faster than fiddling around with a menu with hundreds of props. After all, the hiders have a very limited amount of time to hide. Only 30 seconds in the Gmod version. The menu would also cointain props ...
- Mon Oct 07, 2013 7:56 am
- Forum: General
- Topic: Prop Hunt in ZDoom? (OBSOLETE)
- Replies: 43
- Views: 2906
Re: Prop Hunt in ZDoom?
The link for the "kittylator" example WAD no longer wokrs. Also, I don't think I want the morph to be an iventory item. In Garry's Mod Prop Hunt, you turn into the desired prop by looking at it and pressing E. Is that possible within ZDoom?
- Mon Oct 07, 2013 2:04 am
- Forum: General
- Topic: Prop Hunt in ZDoom? (OBSOLETE)
- Replies: 43
- Views: 2906
Re: Prop Hunt in ZDoom?
I did say AFAIK, so apparently I didn't know enough. Good to know that now. Also, from what I've seen from the ActorMorph, it seems to inherit everything from the actor that you turn into. I want the hider to only inherit the sprites, collisions and camera height. Nothing else.
- Sun Oct 06, 2013 12:56 pm
- Forum: General
- Topic: Prop Hunt in ZDoom? (OBSOLETE)
- Replies: 43
- Views: 2906
Re: Prop Hunt in ZDoom?
Ok, apparently Zandronum is the way to go if this idea ever gets off the ground. I suppose it has stuff like teams and rounds already programmed in it, unlike ZDoom (AFAIK, ZDoom only has deathmatch support). Welp, gotta dig up some ACS tutorials.
- Sun Oct 06, 2013 11:02 am
- Forum: General
- Topic: Prop Hunt in ZDoom? (OBSOLETE)
- Replies: 43
- Views: 2906
Re: Prop Hunt in ZDoom?
Ok. To what point does Zandronum support ZDoom features? I know it doesn't support the latest ACS, but does it support DECORATE and 3D floors at all?
- Sun Oct 06, 2013 1:06 am
- Forum: General
- Topic: Prop Hunt in ZDoom? (OBSOLETE)
- Replies: 43
- Views: 2906
Re: Prop Hunt in ZDoom?
Wait, so ZDoom's online features are not good enough for something like this? Is Zandronum / ZDaemon / Odamex absolutely needed?
- Sat Oct 05, 2013 12:48 pm
- Forum: General
- Topic: Prop Hunt in ZDoom? (OBSOLETE)
- Replies: 43
- Views: 2906
Re: Prop Hunt in ZDoom?
Great to know! I already have some DECORATE experience from my Voxel Vehicles Pack, and a little programming knowledge from using Wiremod's Expression 2 in Garry's Mod.
- Sat Oct 05, 2013 12:20 pm
- Forum: General
- Topic: Prop Hunt in ZDoom? (OBSOLETE)
- Replies: 43
- Views: 2906
Prop Hunt in ZDoom? (OBSOLETE)
I've been wondering if it would be possible to give ZDoom its own version of Prop Hunt. For those who don't know, Prop Hunt is a custom game mode for Garry's mod. Players are divided to two teams. Props and Hunters. The Props need to hide from the Hunters by changing into various physics props ...
- Sat Oct 05, 2013 11:47 am
- Forum: Rules and Forum Announcements
- Topic: ZDoom Wiki Thread
- Replies: 887
- Views: 239625
Re: ZDoom Wiki Thread
The download link for stacktest.7z demo map in the stacked sectors page no longer works. http://zdoom.org/wiki/Portal Might want to remove or fix that.
- Thu Oct 03, 2013 1:59 am
- Forum: Editing (Archive)
- Topic: The "How do I..." Thread
- Replies: 14568
- Views: 894293
Re: The "How do I..." Thread
Here's a difficult one: Would it be possible to have actors that spawn in random amounts and random positions every time a map is loaded? Let's say there's a sector that's a desk, and there's a coffee cup actor on that desk. Every time the map is loaded, the amount of coffee cups could be anything ...