Hirogen2
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Everything posted by Hirogen2
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You know that textures arenot related to nodes in any way?
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Project: DooM II The Souls of Hell
Hirogen2 replied to Lord of the Noobs's topic in WAD Releases & Development
sigh -
kay-koe--dee-mon.
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In any name where you use 'free', open, 'G' or 'K' somehow tell it is free. Like Freedoom, OpenFT (gift.sf.net), Gnome and KDE. Bweebol. EDIT: Let me rephrase: Everything which has 'free' or 'open' in its name, or a big 'G' or 'K' is dangerously in subject to be taken to be free.
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No way! Search google for libcaca.
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Legacy dies and SoM's code goes to Eternity. Apart from Quasar's thought that SoM's portal code crashes Legacy (emphasis: Legacy), I definitely want to see this.
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That one fixed or is-to-be-fixed?
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You might want to check out /pub/idgames/levels/doom2/Ports/s-u/tnt3.zip. Best of brown IMO.
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Chestnut.
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Maybe you find the "ExtraLight" special of use. See the Zdoom wiki for it. If it works like I think, 8 control sectors would be enough to do all the Z-fog you want.
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Now honestly, what would be the requirements? Or, to re-view on it, what made you have Guest Reviewers like Tormentor667 for a week?
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Doom Builder officially released inclusive source code
Hirogen2 replied to Gherkin's topic in Doom Editing
"BUG", at least in v1.3: When using any other nodebuilder than bsp-w32, black holes appear over the place in 3D mode. -
Hm, only "My Documents" is: 14:24:29 hirogen2@io:~ > find /C/Eigene\ Dateien/ -type f | wc -l 2650 However, that's only Windows. So here (Linux only):14:27:03 hirogen2@io:/usr/sbin > repquota / Block limits File limits User used soft hard grace used soft hard grace ---------------------------------------------------------------------- root -- 15171763 0 0 21533 0 0 Plus 2373 audio files on 26 CDs. Plus scattered files of UID-only files.
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How high/low can sectors be in Zdoom?
Hirogen2 replied to Infinite Ammunition's topic in Doom Editing
As said, I did not look into the source. OT. Hm, fractional heights. I think Floor_Waggle uses that. -
To make this vertical lightning in Boom, you need to use very tiny sectors (like in Doom2 MAP30) which vary in light levels. Suppose you have a pillar that is vertically-lit, you need dunno, say, 3 extra sectors around it to create the desired lightning effect. By all logic, by creating ONE extra (circle) sector around a (circle) pillar, you create at least 4 subsectors. For the ZDoom method, you'd only need one. A basic convex (maybe triangular or square) dummy sector at the side.
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If you ever want to go for ZDoom, read "ExtraLight" from the Wiki. It could speed up gameplay in very-detailed-maps-à-la-Lutz due to less subsectors.
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How high/low can sectors be in Zdoom?
Hirogen2 replied to Infinite Ammunition's topic in Doom Editing
As much as the Doom standard specifies, that is normally 32767/-32768 as Fredrik said. However, if ZDoom converts them internally to an int (or maybe not, whatever), they could go to -2^31 to 2^31-1 if the Map format supported it also. -
JDoom IS the Doomsday engine.
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1. WinDEU32, 2. WinZETH.
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PSP8 is said to have batch processing capabilities.
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Heh... I read an article on Newdoom that JDoom will have HQ2x/HQ3x.
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jWhen I first played Doom on a LAN (Windows source port), it was me who fragged all classmates. Needed something to express the haunt-and-kill or search-and-destroy.
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Some minor annoyances, but be nice if they were fixed:-)
Hirogen2 replied to Martin Howe's topic in Eternity
There is also some behavior already present in vanilla Doom that "deals" more damage to enemies than by default. I think you this, just idclip into the monster and hit the trigger. -
Did you get my mail about ce_dbbug.wad?