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- Woolie Wool
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Re: 1
Machine translation in general produces translations that are barely readable at best. It's not a good way to communicate.wildweasel wrote:I wonder if the language barrier might be the cause of this? English grammar is sometimes hard to translate, especially using a machine translator (I recall he said he was using one, in a post that once existed).ledillman wrote:I can't believe you think that some warnings in a forum are some kind of "insult"?
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Charles_Ingalls
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- armymen12002003
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Re: I'm leaving the community
wtf lol are we counting well lemme help 2,3,4,5,6,7,8,9,10Charles_Ingalls wrote:1
- Project Shadowcat
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Re: I'm leaving the community
you are not helpingarmymen12002003 wrote:wtf lol are we counting well lemme help 2,3,4,5,6,7,8,9,10Charles_Ingalls wrote:1
Re: DOOM64 MOD 5.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)
I kinda wish these forum software types would keep a recent history of edited posts so things can be reverted in cases like this. It's basically forum defacement -- even though they're one's own posts, that doesn't mean that one should go about destroying all context while trying to wipe away their own mess.
- armymen12002003
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Re: DOOM64 MOD 5.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)
i apologize for that last post of my freakin ass nephew was on my laptop grrrr
- wildweasel
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Re: DOOM64 MOD 5.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)
Please take greater care of your computer and user accounts in the future.armymen12002003 wrote:i apologize for that last post of my freakin ass nephew was on my laptop grrrr
- Project Shadowcat
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Re: DOOM64 MOD 5.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)
I call bullshit.armymen12002003 wrote:i apologize for that last post of my freakin ass nephew was on my laptop grrrr
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Charles_Ingalls
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Re: DOOM64 MOD 6.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)
Great work! Keep it up!
- armymen12002003
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Re: DOOM64 MOD 6.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)
whats all fixed? in this version.
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Charles_Ingalls
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Re: DOOM64 MOD 7.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)
Yes - also great here!
Where did you get this chaingunboy?
Only the spectre is now again green
- in case you missed it - the other
darker sprites looked way better!
P.S.: If you dont forbid it i wanna
release the monsters wad with changed
spectres as D64MonRepV02 on ModDB.com.
Where did you get this chaingunboy?
Only the spectre is now again green
- in case you missed it - the other
darker sprites looked way better!
P.S.: If you dont forbid it i wanna
release the monsters wad with changed
spectres as D64MonRepV02 on ModDB.com.
Re: DOOM64 MOD 7.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)
No - just checked and the sprites are ok
only for some reason they arent transucent!
P.S.: The decorate code seems ok.
Maybe all your sprites are full drawed kinda!
P.S.2: I found it - changed code for
spectre in monster.txt in decorate!
P.S.3: Now - i changed it back for my wad
and i saw you edited out the 64 rocket code
- ill leave that since the cyberdemon still
shoots the new stuff. So it stays eventually
compatible with your other addons.
Anyways - great thanks and all!
only for some reason they arent transucent!
P.S.: The decorate code seems ok.
Maybe all your sprites are full drawed kinda!
P.S.2: I found it - changed code for
spectre in monster.txt in decorate!
P.S.3: Now - i changed it back for my wad
and i saw you edited out the 64 rocket code
- ill leave that since the cyberdemon still
shoots the new stuff. So it stays eventually
compatible with your other addons.
Anyways - great thanks and all!
