-
Content count
223 -
Joined
-
Last visited
-
The comparison of lookup with NULL probably:typedef struct { actionf_t cptr; // actual pointer to the subroutine char *lookup; // mnemonic lookup string to be specified in BEX } deh_bexptr; ... deh_bexptr deh_bexptrs[] = { ... // This NULL entry must be the last in the list {{NULL}, "A_NULL"}, // Ty 05/16/98 }; ... while (!found && (deh_bexptrs[i].lookup != NULL)); There will be no match.
-
If you replace the two LoadShotgun code ptrs with LoadShotgun2 and OpenShotgun with OpenShotgun2 it should then load without the segmentation violation.
-
Plutonia Revisited Community Project: Released!
4mer replied to esselfortium's topic in WAD Releases & Development
Updated version of my map uploaded. Joshy, please check PM. -
Plutonia Revisited Community Project: Released!
4mer replied to esselfortium's topic in WAD Releases & Development
A bug in vanilla doom is that line 0 is always tested when tracing lines for i.e. hit scan attacks. Modifying the map so that line 0 is a short horizontal or vertical line may be the best way to prevent the problem it causes. Some more testing info: MAP21 - Thing 105 (Box of shells) can jump up in the air: Full Size Image Some Co-op Testing: All maps were lot's of fun :) MAP18 - In ZDaemon the Mancubuses fall off the platforms when they get shot by the cyberdemon. Two places are inacessible for co-op players (spider / red key area and AV area at end). MAP29 - Green armour and blue armour on top of each other (at exit). I recommend people who have maps with traps check players can enter the areas from outside in case a player dies inside. Testing with ZDaemon in single player mode can help with this as when you die the map does not reset like it normally does. I need to change my map to stop this problem happening in the blue key area. -
Plutonia Revisited Community Project: Released!
4mer replied to esselfortium's topic in WAD Releases & Development
I've just finished MAP15 (pretty epic BTW). Found a slight problem (a line 0 bug) stand in sector 869 and shoot North. Perhaps swapping with another (i.e. 5314) would fix the problem. -
Ah yes, I think you are right. I checked the map and Spectres can get to that area after teleporting in. I must have died right next to it. Thanks, the mystery is solved.
-
A strange visual effect occurred while testing PRCP with glBoom+2508: Full Size Image
-
Plutonia Revisited Community Project: Released!
4mer replied to esselfortium's topic in WAD Releases & Development
Great, I've been holding back playing any of the other maps until now :) -
Shootable Projectiles (Specifically Revenant Rockets)
4mer replied to TendaMonsta's topic in Doom Editing
OK, not sure if this is what you want but I had a go:Patch File for DeHackEd v3.0 Doom version = 19 Patch format = 6 Thing 7 (Revenant Fireball) Hit points = 5000 Injury frame = 746 Pain chance = 256 Death frame = 0 Bits = 591364 Frame 746 Sprite number = 34 Sprite subnumber = 32768 Duration = 8 Frame 747 Sprite number = 34 Sprite subnumber = 32769 Duration = 6 Frame 748 Sprite number = 34 Sprite subnumber = 32770 Duration = 0 Pointer 421 (Frame 746) Codep Frame = 190It uses some frames from the SS Nazi so they won't work properly when using this patch. I tried getting it to cause damage when shot but this seems to be problematic. -
Sunder - Map20 Appears, finally.
4mer replied to Insane_Gazebo's topic in WAD Releases & Development
Vangelis. That's the music from Blade Runner end credits. -
As mentioned previously by Captain Toenail just make sure you run the mod with the included dehacked patch "twilight.deh" i.e.yourportnamehere.exe -iwad doom2.wad -file twilight.wad -deh twilight.dehThat should help clear up your bush penetration troubles.
-
Make a wad that has the following entries:FF_START FWATER1 FWATER2 FWATER3 FWATER4 F_END FF_START and F_END are markers and FWATERx are saved as flats.
-
Doom Ascension Mod: Recruitment & Announcements (Image Heavy)
4mer replied to NiuHaka's topic in WAD Releases & Development
If you need to convert models from md3 format to md2 format I may be able to help you. -
Zero because I didn't found the toaster yet :D
-
The line you are shooting has a sky ceiling on it's back sector. When a missile hits the upper part of a line with sky on it's back sector it will vanish (so rockets / plasma don't explode when you shoot them into the sky). The line really should be facing the other way (so that the sky ceiling is on the front side).