Search found 38 matches
- Sun Feb 25, 2024 10:48 pm
- Forum: Levels
- Topic: RETRO HERETIC MAPS / H!ZONE [Re-Upload]
- Replies: 52
- Views: 18566
Re: RETRO HERETIC MAPS / H!ZONE [Re-Upload]
Hey NightFright! Just finished playing through all of these. (I'm kitchen-ace on github in case you didn't realize.) Not bad overall, especially for their time, though Eps. 2-4 were pretty dull. There were still a few minor errors: the most severe one was E3M3 of Episode 4 had enemies stuck in ...
- Fri Nov 13, 2020 1:51 am
- Forum: Closed Bugs [GZDoom]
- Topic: [Linux?] Square bracket characters in pk3s not recognized
- Replies: 5
- Views: 1115
Re: [Linux?] Square bracket characters in pk3s not recognize
Oh weird, it was just SLADE. Good to know though, thanks. Oddly, the ^ frames got percent-encoded too, but loaded fine... EDIT: In case anyone else experiences this problem and sees this post: In SLADE, go to Preferences -> General -> uncheck "Use percent encoding if needed outside of Wad Archives"
- Fri Nov 13, 2020 12:59 am
- Forum: Closed Bugs [GZDoom]
- Topic: [Linux?] Square bracket characters in pk3s not recognized
- Replies: 5
- Views: 1115
[Linux?] Square bracket characters in pk3s not recognized
GZDoom 4.5.0, 64-bit build on Linux. Trying to load a pk3 with [ or ] for sprite frames results in an error, for example: R_InstallSpriteLump: Bad frame characters in lump VILE%5E8 The frame doesn't get loaded. There isn't a problem with those frames when they're loaded from a wad. Using [ or ...
- Tue Jun 30, 2020 11:48 am
- Forum: Bugs [GZDoom]
- Topic: Custom flechettes not always being taken from inventory
- Replies: 0
- Views: 721
Custom flechettes not always being taken from inventory
Several years ago (~2016) I made myself a mini-mod for Hexen, that has a few balance tweaks. One of those is to make the mage's flechette not damage the player. Playing with it now, under some conditions, using the new flechette doesn't actually take it from my inventory, or make a sound when I use ...
- Mon Feb 01, 2016 6:43 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 588719
Re: GZDoom Builder 2.3
I've just upgraded my version of GZDB for the first time in a while, and now on trying to open the preferences menu, I get an error about ScintillaNET.3.5: Could not load the Scintilla module at the path 'C:\WINDOWS\TEMP\SciLexer.dll'. The only thing I could find online about such an error said ...
- Fri Sep 12, 2014 1:19 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 588719
Re: GZDoom Builder 1.14
Using the map analysis tool, I get crashes trying to dissolve invalid/0-area sectors. Attachment has the crash log, and a map that has invalid sectors to be dissolved. e: The invalid sectors got fixed somehow on saving/loading? Weird. Hopefully the crash log is enough to go on... e2: also, is there ...
- Thu Sep 04, 2014 7:24 am
- Forum: Game Engines
- Topic: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]
- Replies: 900
- Views: 132497
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
VGA asked me to look into the bug on Eternity E2M4 from this post . Here's what's going on. http://i.imgur.com/cHy2hv4l.jpg The exit sign sector is tagged with the same tag as the surrounding doors, activated by the lion face switch. I think this is a mistake in the wad, since there should be no ...
- Tue Aug 26, 2014 7:48 pm
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 588719
Re: GZDoom Builder 1.14
Thanks for the quick fix!
- Tue Aug 26, 2014 12:22 am
- Forum: Abandoned/Dead Projects
- Topic: GZDoom Builder 2.3
- Replies: 5615
- Views: 588719
Re: GZDoom Builder 1.14
Hi MaxED, I notice in GZDB 2007 that if I am editing a thing, and quickly click twice in category area (marked in a red box in the attached image), the thing editing dialog will close. Note that this doesn't happen if I first double-click a thing category such as "Player Starts" to expand/unexpand ...
- Sun Aug 24, 2014 4:56 pm
- Forum: Game Engines
- Topic: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]
- Replies: 900
- Views: 132497
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Yeah that's almost definitely a buffer underrun. Try going down to 11025 Hz for the sample rate in 3DGE.
- Fri Aug 22, 2014 12:17 am
- Forum: Game Engines
- Topic: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]
- Replies: 900
- Views: 132497
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
By the way do you have any midi crackling/skipping slightly? Nope. From your description though, it sounds like it might be a sound buffer underrun. There aren't many settings in 3DGE to play with, I don't know if the sample rate affects timidity playback but you should try changing that and see if ...
- Wed Aug 20, 2014 9:06 pm
- Forum: Game Engines
- Topic: EDGE 2.1.0 Discussion [RC-1 Released on 10.3.2018]
- Replies: 900
- Views: 132497
Re: 3DGE 1.37 (Discussion, 60FPS, etc)
Thought I'd pop in here too. I found a bug in Shothered Hope: http://www.doomworld.com/vb/showthread.php?postid=1288674 Did you find the cause this yet? The problem is somehow related to the offsets of that sidedef - the texture is only 72 pixels high but has a y offset of 90, meaning it should wrap ...
- Mon Aug 04, 2014 4:36 am
- Forum: General
- Topic: Fake contrast in Hexen?
- Replies: 3
- Views: 482
Re: Fake contrast in Hexen?
Well, I figured it out. There's code in g_mapinfo.cpp that tests if a level uses Hexen's MAPINFO format, by whether the MAPINFO lump uses a number for the map instead of a lump name (e.g. 1 instead of MAP01). If it's a number, it sets a bunch of options, including forcing even lighting. IMHO this ...
- Tue Jul 29, 2014 8:38 am
- Forum: General
- Topic: Fake contrast in Hexen?
- Replies: 3
- Views: 482
Fake contrast in Hexen?
Is it possible to enable fake contrast or smooth lighting while playing Hexen? Vanilla Hexen disables it entirely, but I thought it would be interesting to see how it looks with it enabled. r_fakecontrast doesn't seem to do anything in Hexen though.
- Mon Jun 09, 2014 10:12 am
- Forum: TCs, Full Games, and Other Projects
- Topic: Hero Quest wad for Hexen
- Replies: 31
- Views: 24278
Re: Hero Quest wad for Hexen
Hi, I just played this, it was a lot of fun. I used to play a lot of Hero Quest, so it was nice seeing the levels represented in Hexen. Funny trying to remember where pits and such are and avoiding them. Do you have any plans to do expansion material? There are quite a few, as I'm sure you know, and ...