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  1. Past hour
  2. Trung tâm đồ họa ArcLine là nơi nghiên cứu và đào tạo các 
    Khóa học thiết kế nội thất chuyên nghiệp: 
    https://hocthietkenoithat.org/khoa-hoc-hoa-vien-kien-truc-chuyen-nghiep/
    Khóa học thiết kế nội thất ngắn hạn:
    https://hocthietkenoithat.org/hoc-thiet-ke-noi-that-o-dau-tai-tphcm/
    Khóa học Sketchup:
    https://hocthietkenoithat.org/khoa-hoc-sketchup/
    Khóa học 3Dmax + Vray + Photoshop 
    https://hocthietkenoithat.org/lam-the-nao-hoc-lop-hoc-3d-max-tai-tphcm-thanh-thao-nhat/
    Liên hệ với chúng tôi:
    Hotline: 0988 363 967
    Email: trungtamarcline@gmail.com
    Ðịa chỉ: 32/19 Nghĩa Hòa, Phường 6, Quận Tân Bình

  3. Vyre

    Psp legacry r4

    Make sure the IWADs are named 'doomu.wad' (for Ultimate Doom) and 'doom2.wad' and place them in the folder with the eBoot, like this. Place any PWADs in the pwads folder. When running it, once you pick an IWAD it should let you choose up to 4 PWADs to run. This works fine on my PSP E1000, just tested it. If that still doesn't work, make sure your IWADs aren't damaged. Compare the MD5 checksums using MD5summer and the official checksums from the wiki for Ultimate Doom and Doom 2. If it's not the same, your IWAD is borked. Redownload the game(s) from Steam or wherever you got it and try again.
  4. Time spent on each level here Little comments for each map
  5. Do0t

    Acs code not working

    My acs code doesn't work even after i did a compiled version and a LOADACS, everytime i try to use the code on a map i get a console message"P_startscript; Unknown script "Test"." However, using the code directly on the Gzdoom Builider Script Editor with OPEN or map trigger seen to work. The Decorate trigger is a test actor using the lost soul as placeholder. I don't have a programming background and that's my first time doing something with Acs, the code is pretty mess and made with nothing but "if else" statements but it does work. The Acs purpose is to teleport the actor near the player when everything else is made on Decorate. ACTOR Testemob 1050 { Health 10 Radius 16 Height 56 Mass 50 Speed 15 Damage 3 PainChance 0 meleedamage 100 meleerange 80 Monster +FLOAT +NOGRAVITY +DONTFALL +NOICEDEATH +NOCLIP AttackSound "skull/melee" PainSound "skull/pain" DeathSound "skull/death" ActiveSound "skull/active" RenderStyle SoulTrans Obituary "$OB_SKULL" // "%o was spooked by a lost soul." States { Spawn: SKUL AB 10 A_Look Loop See: SKUL AB 5 A_Chase SKUL AB 0 A_JumpIfCloser (400,"FOUND") Loop FOUND: SKUL AB 3 A_FaceTarget (0) SKUL AB 0 ACS_NamedExecute ("Test",0) SKUL AB 0 A_Stop Goto See --------------------------------------- #library "nope" #include "zcommon.acs" Script "Test" (void) { int away = 1; int basex = GetActorX (0); int basey = GetActorY (0); int basez = GetActorZ (0); int speedx = GetActorVelX (0); int speedy = GetActorVelY (0); int cool = 150 << 16; if ( CheckProximity(0,"Testemob",500.0, 1) ) { Print(s:"Near"); if (away==1) { away= random(5,7); if (away==5) {SetActorPosition (5,basex+cool,basey, basez,0);} if (away==6) {SetActorPosition (5,basex, basey+cool, basez,0);} if (away==7) {SetActorPosition (5,basex, basey-cool, basez,0);} SetActorVelocity (5,speedx,speedy,0,0,0); delay(30); } } else { Print(s:"Away"); } delay(10); restart; } The random tid 5 is the tid i used when testing.
  6. Foxysen

    Heretic level - D'Spirali Hideout

    Thanks for the feedback! 2 hours, that's more than I have expected. Great to see that you have found almost all the secrets too. And I was worried about supplies as it wasn't until last version of a map that I got ammo in good amount. I think that I overdid it in the final parts anyway. And yes, you are a cool guy, officially.
  7. seed

    What are you playing now?

    On my list now, actually, after Phobos and its sequel.
  8. Today
  9. boris

    So, I started to use GZDB..

    Make sure to not use tags (i.e. use tag 0), otherwise the action will behave like a switch. In the ZDoom family, when you use tag 0 the action will always be applied to the sector on the back of the side.
  10. DoctorFrickinRetro

    What are you playing now?

    I've been playing early custom wads, any recommendations are welcomed.
  11. DoctorFrickinRetro

    Do you speak Spanish?

    Si señor yo soy de rancho
  12. Rhebiz

    New guy on the block

    hi
  13. ReaperAA

    What are you playing now?

    Try Hurt: https://www.doomworld.com/forum/topic/105598-hurt-singleplayer-map-in-hell/
  14. TheNoob_Gamer

    The gaming market has been flooded with crappy "retro" consoles.

    Oh, I'm a casual when it comes to controllers, so in my opinion, N64 sucks simply because the buttons and the layout feel weird. But it is subjective though, I tend to speak/write retarded stuffs when I'm not feeling normal.
  15. Graf Zahl

    "UMAPINFO" discussion

    I already started on defining a combined namespace, but for some reason this got never picked up so it went dormant again, but considering the rather large cross-section of common features between Eternity and ZDoom it really makes sense to properly define one. Having something more feature-rich than Boom/MBF that can be played both with a demo compatible engine and with an advanced hardware renderer could be a large boost to making more advanced map sets (which I'd really like to see, actually!) Of course one other thing that might need unification then is actor definitions. Having to do these twice is not really the best thing for this kind of map set. (If push came to shove I'd have to see how to parse EDF actor definitions to have something in common there... ;) )
  16. Caffeine Freak

    The gaming market has been flooded with crappy "retro" consoles.

    What? What is this blasphemy?
  17. Zanieon

    Post Your Doom Picture (Part 2)

    For me that would be the result of Doom + The Maze from The Maze Runner, surely those structures reminds me of that:
  18. Glaice

    GREZZODUE 2 has been revealed to the public.

    That dude in the washing machine...someone's been watching Gaki No Tsukai or clips from it..
  19. seed

    What are you playing now?

    Finished Rush yesterday and now I'm looking for more stuff to play. Probably going to check Phobos The Doomed Moon next.
  20. inkoalawetrust

    GZDoom won't play custom WADs

    @Edward850Sorry for not responding for so long, the forum wouldn't let me post anything else yesterday. I tried what you told me and i can load most levels most of the time now.
  21. new level whatever https://www.dropbox.com/s/gpope1e49vxtavi/dredpain.wad?dl=0
  22. Maximum Matt

    New guy on the block

    As long as you ain't Donnie Wahlberg you're cool with me
  23. Archanhell

    So, I started to use GZDB..

    Well I have my Doors always set as Door Raise (Door Generic if they are locked) Yet they can't be closed by the player, they automatically close after the time the close delay was set to, which is weird? Other little problem I have had since the beginning is when say, a sector is a times bigger than the default (128 tall) and then doors or anything else breaks so it's unusable (had to use 2 32x128 sectors just to make a door lol), so making stairs and second floors is way harder with that. But it's okay, I'll try to keep this the simplest I can for now, focusing more on the gameplay and on a bit of detail, maybe non-linear mapping and such lol
  24. Forgive me but aren't Oblige maps just huge clusters of prefabs slapped together? Look for the various prefabs Oblige maps are built out of, especially recurring instances of them and bam, you've proven it's an Oblige map, even if it's been copypasted into another wad to remove the header data and whatever else. A laymen could probably still figure it out somewhat easily, nonsensical item and monster placement that recurs multiple times in the same pattern throughout the map would be a dead giveaway, even more blatant if there are several maps back to back.
  25. Honestly I don't like new pixel art games as the art techniques they use tend to be more pixelated looking than say official VGA pixel art games from Sierra or Lucasarts. It's hard for me to explain what I mean exactly though.
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