Search found 28 matches

by kn
Mon Oct 20, 2008 10:16 pm
Forum: Editing (Archive)
Topic: WadAuthor config file ZDoom
Replies: 1
Views: 348

WadAuthor config file ZDoom

Well, as all available wadauthor config files seem to be ancient at least (ok, as the program itself, but I still prefer it), I took the liberty to browse the action sprecials area and create a (more or less) up to date config file. ( I hope) DOC: 2008-10-20 It already contains the newest action ...
by kn
Sat Jul 10, 2004 6:22 pm
Forum: Editing (Archive)
Topic: My map development: dead end
Replies: 3
Views: 253

My map development: dead end

Well, I think I reached a dead end with my most recent project. For almost 3 month I didn't do much on it, just fixing stuff, but no development since then. :( This forum is filled with people with good ideas, so maybe someone might give me a hint. (You know, sometimes it just takes a little push to ...
by kn
Thu May 27, 2004 6:14 am
Forum: Closed Bugs [GZDoom]
Topic: [Fixed] Enemies opening doors...
Replies: 26
Views: 2713

Risen wrote:
kn wrote:If you use lock=128 you can still use the door w/o keys, but monsters can't open them anymore.
Heh... "You don't need a key to open this door"
Huh :?: :?: :?:
by kn
Mon May 24, 2004 8:32 am
Forum: Closed Bugs [GZDoom]
Topic: [Fixed] Enemies opening doors...
Replies: 26
Views: 2713

Additionally this totally prevents a mapper from creating 'slow' doors that monsters can *NOT* activate! I had lots of problems with monsters closing doors they were never supposed to and getting stuck in the process - all caused by this special behavior of door linedefs. Yepp. Very annoying ...
by kn
Wed May 12, 2004 2:42 pm
Forum: General
Topic: [forum] login by date
Replies: 10
Views: 510

[forum] login by date

Hi. How do I log in with a specific user set date? My browser fucked up (crash) after i logged in.After the restart i logged in again and didn't have any new messages. So the forum software marked everything read. So far, so bad. But now I'd like to log in with the *real* date of my last login ...
by kn
Thu Apr 29, 2004 2:51 pm
Forum: General
Topic: All wiki pages in a download
Replies: 17
Views: 1886

Re: All wiki pages in a download

Can I get all the info in the Wiki in a single download? I can't get online very much, except at school, and I don't like having to DL every individual page that I need. Is this possible? you could try wget: http://space.tin.it/computer/hherold/ for ms-dos/windows binaries http://wget.sunsite.dk ...
by kn
Sun Apr 25, 2004 10:54 am
Forum: Editing (Archive)
Topic: Mod Inspiration
Replies: 18
Views: 862

No, just kidding. I just pretty much make up the map layout on the spot. No pre-thought required. Just draw a room, detail it, add some monsters and decorations, and move on to the next room, detail it, add monsters and decorations, etc., etc. ... Yep. That's how I do it .. or used to do, before my ...
by kn
Tue Mar 02, 2004 12:52 pm
Forum: General
Topic: Naming scripts?
Replies: 29
Views: 1619

1) The DB script having no find function means that it's HARDER to locate NAMED scripts. Stop using a crappy script editor then. :P He really should. My acs scripting looks like this: http://kai-n.gmxhome.de/test/ (including a named script example) 8-) And all the scripts are just one doubleclick ...
by kn
Mon Feb 23, 2004 5:06 pm
Forum: Editing (Archive)
Topic: Two new ACS functions, please
Replies: 18
Views: 1022

Re: Two new ACS functions, please

Yeah yeah, I know, more ACS feature requests. Hopefully these two will be easy though. Okay, we already have Light_Stop, which is great for killing a light effect and starting another on cue. Now how about the same with the other two types of sector actions, Ceilings and Floors? Hmm.... You could ...
by kn
Mon Feb 23, 2004 10:52 am
Forum: Editing (Archive)
Topic: Monster walks on zdoom bridge?
Replies: 34
Views: 1407

Re: Monster walks on zdoom bridge?

I would like to know is it possible to make monster walk normal on ZDOOM bridges? Thanx Wish they would. I use many of bridge things (either on bridges or fake floors) but I've never seen a monsters walk over. If used on a long floor with another floor crossing below the monsters stop chasing you ...
by kn
Sun Feb 22, 2004 9:02 am
Forum: Editing (Archive)
Topic: How big level can be ?
Replies: 37
Views: 1474

However I'm not speaking of maps that are large in area, I'm talking about maps with lots of detail (which requires lots of sidedefs, and thus lots of segs). For instance a map I'm working on right now has nearly 12400 sidedefs but the area of the map is roughly 8000x4500 (and I estimate I'm around ...
by kn
Fri Feb 20, 2004 2:35 pm
Forum: Editing (Archive)
Topic: How big level can be ?
Replies: 37
Views: 1474

Like HotWax said, there's no reason for a level to be that big. Just make a hub. If you make an enormous level like that, it'll just be slow. Not only slow ... it might become extremely buggy too. My current project used to be very big and suddenly very strange things happened. (crushers and doors ...
by kn
Mon Feb 16, 2004 6:18 pm
Forum: Editing (Archive)
Topic: XWE weirdness
Replies: 16
Views: 844

My only qualm with XWE is the fact that what you do is permenent which is very fatal in some cases... XWE supports multiple backups, so I don't see any problems with that. You can always return to an earlier version. (My current project has ... hmmm .... 17 backup copies created by xwe.) That's why ...
by kn
Wed Jan 21, 2004 3:31 pm
Forum: Editing (Archive)
Topic: Doom Builder 1.4 issue
Replies: 45
Views: 2250

CodeImp wrote:1.40 == 1.4
Nay.

It's 1.1, 1.2, 1.3,1.4,1.5,........1.38,1.39,1.40

It's a version/revision count, just separated by dot. It's not
a decimal count as in numbers.

But these days nobody seems to give a shit bout proper version/revision declaration anyway :(
by kn
Tue Dec 30, 2003 3:55 pm
Forum: Editing (Archive)
Topic: Moving glass wall
Replies: 8
Views: 571

But not when the line has a Polyobj_ExplicitLine special (unless this special allows setting a line id simultaneously.) No, you're right. I was solving a problem that wasn't being discussed :oops: :) Hmmm .. I guess the only solution would be a texture which kinda looks like glass and is see-thru ...

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