[Project] "Knee-Deep in ZDoom"
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Cutmanmike
- Posts: 11335
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
- Cutmanmike
- Posts: 11335
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
I mean one with super zdoom features. For an example, look at the damGraf Zahl wrote:Why? There are enough good Deathmatch maps out there - even for ZDoom. In terms of mapping Deathmatch has quite limited appeal because you can't do much aside from providing some room to allow players blasting themself into oblivion.
- Tormentor667
- Posts: 13534
- Joined: Wed Jul 16, 2003 3:52 am
- Contact:
- Cutmanmike
- Posts: 11335
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Please do not spam this thread. I was rightfully annoyed because that particular question has been asked and answered multiple times. In fact, I think you asked it before.
I'm adding the following to the defaultmap with mapinfo. Any reasons why it should not be like this?
evenlighting - with high-res, I don't think this is necessary and it makes sloped areas look better.
strictmonsteractivation - As suggested for all new projects.
forcefallingdamage - I think it fits our definition of the project to include this. You won't notice it often, there aren't a lot of places in E1 to fall very far.
filterstarts - allows multiple start points based on skill settings
I'm adding the following to the defaultmap with mapinfo. Any reasons why it should not be like this?
evenlighting - with high-res, I don't think this is necessary and it makes sloped areas look better.
strictmonsteractivation - As suggested for all new projects.
forcefallingdamage - I think it fits our definition of the project to include this. You won't notice it often, there aren't a lot of places in E1 to fall very far.
filterstarts - allows multiple start points based on skill settings
- Cutmanmike
- Posts: 11335
- Joined: Mon Oct 06, 2003 3:41 pm
- Operating System Version (Optional): Windows 10
- Location: United Kingdom
- Contact:
Hmm? I thought you posted a single file that was to be pasted into each map's scripts code? Does it need to be customized for each map now? If not, you only need the one library, and you can make any changes you want to it without needing to recompile the scripts for any maps. In fact, if you're not providing any functions, the mappers could just use the following as the library code:Risen wrote:For now I will not use a library because each map needs to be done separately, we would have 9 library lumps floating around and that would not be very helpful either.
Code: Select all
#library "intermis"
- SirTimberWolf
- Posts: 337
- Joined: Tue Sep 16, 2003 3:45 pm
- Location: Syracuse New York
- Contact:
Oh? Then what's the deal with people saying you need the library source to compile the map scripts? Is that only necessary when functions are present?randy wrote:...you can make any changes you want to it without needing to recompile the scripts for any maps.
If that's the case, this would make it much more flexible for me.