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Projects that have specifically been abandoned or considered "dead" get moved here, so people will quit bumping them. If your project has wound up here and it should not be, contact a moderator to have it moved back to the land of the living.
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Big C
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Re: 1

Post by Big C »

In our defense, I could grok the gist of what he was saying and STILL didn't understand what he was trying to DO at times.
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Woolie Wool
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Re: 1

Post by Woolie Wool »

wildweasel wrote:
ledillman wrote:I can't believe you think that some warnings in a forum are some kind of "insult"?
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).
Machine translation in general produces translations that are barely readable at best. It's not a good way to communicate.
Charles_Ingalls
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1

Post by Charles_Ingalls »

1
Last edited by Charles_Ingalls on Tue Apr 02, 2013 9:10 am, edited 1 time in total.
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armymen12002003
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Re: I'm leaving the community

Post by armymen12002003 »

Charles_Ingalls wrote:1
wtf lol are we counting well lemme help 2,3,4,5,6,7,8,9,10
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Project Shadowcat
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Re: I'm leaving the community

Post by Project Shadowcat »

armymen12002003 wrote:
Charles_Ingalls wrote:1
wtf lol are we counting well lemme help 2,3,4,5,6,7,8,9,10
you are not helping
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Xaser
 
 
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Re: DOOM64 MOD 5.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)

Post by Xaser »

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.
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armymen12002003
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Re: DOOM64 MOD 5.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)

Post by armymen12002003 »

i apologize for that last post of my freakin ass nephew was on my laptop grrrr
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wildweasel
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Re: DOOM64 MOD 5.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)

Post by wildweasel »

armymen12002003 wrote:i apologize for that last post of my freakin ass nephew was on my laptop grrrr
Please take greater care of your computer and user accounts in the future.
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Project Shadowcat
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Re: DOOM64 MOD 5.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)

Post by Project Shadowcat »

armymen12002003 wrote:i apologize for that last post of my freakin ass nephew was on my laptop grrrr
I call bullshit.
Charles_Ingalls
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1

Post by Charles_Ingalls »

1
Last edited by Charles_Ingalls on Tue Apr 02, 2013 9:09 am, edited 1 time in total.
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Naniyue
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Re: DOOM64 MOD 6.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)

Post by Naniyue »

Great work! Keep it up!
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armymen12002003
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Re: DOOM64 MOD 6.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)

Post by armymen12002003 »

whats all fixed? in this version.
Charles_Ingalls
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1

Post by Charles_Ingalls »

1
Last edited by Charles_Ingalls on Tue Apr 02, 2013 9:09 am, edited 1 time in total.
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Kaal979
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Re: DOOM64 MOD 7.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)

Post by Kaal979 »

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.
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Kaal979
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Re: DOOM64 MOD 7.0 release (for ZDOOM/SKULLTAG/ZANDRONUM)

Post by Kaal979 »

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!
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