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  1. Past hour
  2. I am trying, believe me, I've spent the last weekend with my nose in the editors and asked only the questions above.:) But since I've never had anything to do with coding, even what you may consider super easy in the wiki is sometimes hard to understand for me. Right now I'm trying to figure out why my muzzle flash doesn't show even though the code should be right. I'll figure it out. However, I'm having trouble understanding why I don't have the 181 line for creating slopes available in Doom Builder. Is that because I choose Doom 2 format for my map and it doesn't support slopes? I've watched tutorials, searched forums, looked for a plugin, but everyone just has it in the linedef menu.
  3. franckFRAG

    1000 Line Community Project - Released

    Impressive, a project realized in such a short time !
  4. ReaperAA

    Cacowards 2019 Mentionation Thread

    +++ for Verdant Citadel as well
  5. Nevander

    Exit level text

    The only way I know to do this is with a dummy map that is in its own cluster, and is scripted to instantly end upon load. Your episode should begin with this map. So, create a UDMF map and then script it to end as soon as it begins. Simply write an OPEN script to immediately call Exit_Normal. I use MAP00 as the name. Then in MAPINFO, set up your episode to begin at MAP00 instead of MAP01. Define MAP00 and set it as cluster 1 and MAP01 begins at cluster 2. Remember to give the dummy map the NoIntermission property. Lastly, define cluster 1 and assign it the exittext you want.
  6. Spectre01

    The DWmegawad Club plays: Avactor & Deadly Standards

    Nice to see Deadly Standards got picked, which I contributed the final map to as well as some lore! I'll drop by to post about it if/when it gets played. Hopefully the Megawad Club isn't dying out with only 2 pages of posts nearing the end of the month.
  7. Spectre01

    How to enable longtics?

    Unfortunately, I don't believe its demos are compatible with the default PRBoom+.
  8. Most of them are, but maps 10, 19, 24, 28, 31 and 32 are made by the creator from "Doom's Knight." which its a really bad doom app that uses freedoom as it's textures. Also map 12 is the old map 10, I think...
  9. seed

    Void Of Eternity

    Yep, this. I'm actually glad for the name change, can't get more over-the-top than that. Almost as if Rusty wants to compete with some of the most OTT black metal bands :D .
  10. ^Disma - Sempiternal Deformity Anthrax - Keep It In The Family OR Stormtroopers of Death (S.O.D.) - March of the S.O.D./Sargent D and the S.O.D. (technically 2 songs but they lead into each other)
  11. seed

    Cacowards 2019 Mentionation Thread

    Another +1 for Hurt and Verdant Citadel.
  12. Well, I have an iPad 2 and to your surprise, it's really easy and smooth, I use the default settings and I've been comftly playing this, I've even been speedruning It kinda does, but the controls are way bigger, which means better playability, which means it's better and different
  13. DooM_RO

    Prodeus Kickstarter (Ends Tuesday the 23rd)

    I simply CANNOT wait to get my hands on the editor!!!
  14. seed

    What are you listening to?

  15. Today
  16. I love the last shot, with the fake arched ceiling - sweet!
  17. Archanhell

    So, I started to use GZDB..

    So I would put for example: "Sector Type x = SKYx" or something like that, I guess? Also, I haven't checked if there's an Secondary Sky flag on UDMF with Sectors, I have to check that out. I have heard about a Skypoint thing which allows for you to add a custom Skybox using any textures you wish on flats and walls, I don't know how that works exactly and to be honest may give a weird image unless you only use the SKY textures (City + Hell Sky for example). Regarding Static_Init and the others, Idk what they are.
  18. New sexy profile pic ;)

  19. fabian

    Crispy Doom 5.5.2 (Update: April 1st, 2019)

    To be precise, it handles them like Choco but without the crashes. In PrBoom+ there is an "Emulation" menu. If you enable all "Try to emulate it" features, this should be the best guess.
  20. D4RKP1G


    This is what I can hear Alert Sound - Will Confuse Attack Sound - You've finally come Death Sound - Hagh, AAAAaaaaaaggggghhhh Nearby Sound (can't really know how to call it) - Perhaps you could come across
  21. Magnusblitz

    Switcheroom 2 revival (All Maps Taken, Deadline August)

    v8: https://www.mediafire.com/file/papcg7u1a80h4j7/map15-as-map02-v8.wad/file After thinking about the lifts in the center a bit more, I think I came up with a decent way to fix it by flattening out the walkway but raising the center tower a bit to still give some height to the building while eliminating the lifts. I haven't tested this out in ChocoRender yet so if anyone can please check to make sure it still fits under the vanilla visplane limit.
  22. CyberDreams

    Things about Doom you just found out

    Haha, yeah. I've been experiencing this a lot lately as i've been playing older PWAD's in GZDoom with the Doom (Strict) compatibility on. One thing that i've recently learned (or remembered) was that Doomguy runs faster in Playstation Doom...i didn't realize that until i recently played it via GZDoom [GEC] Master Edition. I guess i never played Doom on Playstation enough to realize it.
  23. MetalDoomGuy

    Exit level text

    okay, so with my wad, How would I move the end text, to be tex before the first map can be played? like (ex. **insert pre text here, blah blah blah) then Map01 can be played
  24. Yeah, I was not talking about adding support for PSX/D64, but the new features Erick added, that's what is actually not working correctly. The maps load fine, and they should because they rely on more GZDoom native stuff than the lighting effects. I remember seeing that thread. I've seen Graf being a bit unfriendly many times. I don't know his motivations for his rough attitude at times and I will not start question them. If I remember correctly, they didn't consider your brother's input very much for reasons similar to what I mentioned in my previous response that the implementation is not ideal. It requires a great deal of testing on different machines and configurations, and getting it to work in all modes including software to include such a thing in the main line, and even then, some features from 3.7.2 legacy don't work in my old computer either, like 3D mode and vanilla lighting mode. I don't want to put down Erick's efforts, though. He is on the right path and he has shown everyone that PSX and D64 can be indeed be ported very accurately to GZDoom and I really hope you guys keep working on this and iron out the bugs of the engine, this really has potential! The fact that it is buggy on certain systems is just a matter that this hasn't been tested very much and is new territory, and if you guys need people to test your new features, many of us got different systems we can use to test. I could perfectly try test builds on my machine and give you guys results on how the features perform, you guys belong to this community and we can help! I remember the first versions of GZDoom being pretty rough, they would crash my computer constantly, but throughout the years it has been becoming a lot more reliable. If you guys keep working on this, you'll follow the same path. Don't stop!
  25. No, feel free to ask as many questions as you need, but first, make an attempt to figure it out yourself. It is more rewarding for you if you figure it out yourself. use the ZDoom Wiki as a reference tool, and open (but don't edit) other people's wads to see how they did it. I have learned a lot that way, and you can, too.
  26. Empyre

    So, I started to use GZDB..

    I have a map with 6 different skies because you are visiting other worlds. One of them is using plain F_SKY1, four of them are using Static_Init, and the other one is using SpyViewpoint and SkyPicker.
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