Proxies have been a problem here, yes, they tend to hide one's true identity, making us thinking that it's the same person (Hobbs). People only hide if they have something to hide.
So the two choices are:
1) Believe it's not hobbs. And if it is he'll probably brag to his equally sad friends about getting away with it.
2) Ban him for using a proxy and have have rant and moan about the zdoom community being unfair in other places.
Anakin S. wrote:Now that there's A_JumpIfInTargetInventory and A_TakeFromTarget, shouldn't you be able to make the ROTT guards take your rocket weapons from you like they did in the original game?
I was going to try and add that, but I keep forgetting.
Got another semi-large update today. What's different, you ask? Well, I'll tell you:
New
Added in the first four complete maps of Episode 3 - The Lost Episode. Please note that the episode is not complete, and probably won't be for quite a while. If you wish not to spoil Episode 3, I wouldn't recommend playing it. Otherwise, have a go, and let me know what you think of it so far!
Redid the titlemap and intermission. I wasn't really happy with them because they pretty much looked like ass on any resolution under 1024x768. Now, they automatically update based on the player's current resolution, so it should look fine on any resolution higher than 640x480.
Included the script library, which is in the /scripts/ folder. Why anyone might have wanted the scripts is beyond me, but they're there. Have fun incurring brain damage while attempting to read them. Also, if you plan on thefting any of my scripts, give me credit or I'll be forced to make empty threats in your direction. Also, ignore the headers of the library scripts, as there's a 9 out of 10 chance of them being incorrect.
Fixed
Added a medikit to the outdoor area of MAP11
Added a teleporter in the red key room of MAP11
Monsters could open the door on the revenant trap in MAP12, allowing you to skip the whole fight easily
Removed the autosave lines in MAP13
It was possible to prevent a mancubus from spawning in the cave trap of MAP13
There was a major visual glitch in the cave room of MAP13
Removed a shellbox from the start of MAP14
Fixed a secret in MAP17 that was unreachable without using noclip
Fixed a HOM on the lift at the beginning of MAP18
Changed the cyberdemon room at the end of MAP18 so that it walks out in the open faster
Changed the Episode 2 par times to be more suitable
AgentSpork wrote:
[*]Included the script library, which is in the /scripts/ folder. Why anyone might have wanted the scripts is beyond me, but they're there. Have fun incurring brain damage while attempting to read them. Also, if you plan on thefting any of my scripts, give me credit or I'll be forced to make empty threats in your direction. Also, ignore the headers of the library scripts, as there's a 9 out of 10 chance of them being incorrect.
[/list]
I have no idea why you have such a low opinion of your scripting capabilities. Except for MAP19 which is a little more bloated than necessary there really isn't much negative to say about them. I have seen much, much worse in other releases.
And BTW, nice to finally see a WAD (sorry, PK3) that uses customizable animated doors. I was already thinking I added the feature for nothing.
Now I think Qi Len is Kappes Buur for some reason. Odd...
Regarding the new version of Simplicity; the first map locked up on me twice. o_O I don't think it's the map's fault though. Will have to check more thoroughly later.
Graf Zahl wrote:
I have no idea why you have such a low opinion of your scripting capabilities. Except for MAP19 which is a little more bloated than necessary there really isn't much negative to say about them. I have seen much, much worse in other releases.
Well, I'm just a bit unorganized I guess. For example, some library scripts aren't even in the right file.
And BTW, nice to finally see a WAD (sorry, PK3) that uses customizable animated doors. I was already thinking I added the feature for nothing.
Well, I'm glad that feature was implemented. Before, I had to use a rather lengthy script, which made it a pain just to add a single animated door into the map.
If you include this as 'althudcf.txt' you will get rid of the overlaps with the ammo and weapon display when GZDoom uses its alternative HUD
Ah, okay. I forgot about that. I'll add that in right now.
Okay, I seem to be in a bit of a bind with some script related stuff. I took the liberty to do some rearranging of my library scripts in hopes that I could merge the four different libraries I have into one main library, organizing my scripts in the process. Well, at first it seemed successful, as the library compiled properly, but it wasn't until later that I noticed that it rendered any functions used in the map scripts unusable.
I used the following to import the main library script:
#library "usimplib"
#include "zcommon.acs"
//WAD-Specific definitions
#libdefine T_NIGHTMAREDEMON 251
#libdefine T_HECTEBUS 253
#libdefine T_GOATLORD 250
#libdefine T_CHAOSELEMENTAL 252
<INSERT A BUNCH OF VARIABLE-RELATED CRAP HERE>
//Include other source files for library
#include "usimp_hudMisc.acs" //Misc. HUD-related scripts
#include "usimp_general.acs" //General scripts that are used in several maps
#include "usimp_hudDisplay.acs" //Scripts for custom HUD display
#include "usimp_intermission.acs" //Scripts for custom intermission
The functions are primarily located in usimp_general.acs, but I think there's also one in usimp_hudDisplay.acs. Is there no way for my map scripts to recognize the existance of these functions without either cramming them in the primary library file, or splitting the library in two?
Location: On your boards, trolling your threads!!!
Postby Lemonzest »
dunno if this is because of this wad/pk3 as i've not played multi in a while, but played some 2 player co-op with xtyfe and on map two we had some desync's, we we're both using svn build 402.