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Everything posted by Biffy
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Tryin' to find you some good competition, I messaged friend TraciLords about the tournament. He loves Dwango5,1 and is pretty good.
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Ravage, have you reported these bugs in the zdoom forums? The time is right....I assume you won't mind if I copy/paste your notes into the zdoom bugs forum? OK, I'll do it. :)
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You have to build on grid...WA hilights the 64-grid. Flats align to this grid so if you want a teleporter to look right for example, you have to put it right on that grid.
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Yeah I found out the hard way too. A while back, Deep clued me in that there is nothing wrong with the AASHITTY texture itself, it's that doom uses the first texture in the list as a place holder of some sort and the first texture is never displayed. If you add custom textures at the "top" of the texture list, the very first one won't be displayed. You either have to move them down in the texture list, or add one more "dummy" texture at the top, and I think it can even be blank (not include a patch).
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Ukiro - WA does "support" one-pixel grids. It'll only display a grid as small as 2, but when you're dragging a line or vertex and hold the shift key at the same time, you can move things in one-pixel increments.
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Ultramarine.wad was repaired last week using DeePsea to delete unused sectors and linedefs, remove zero-length line, overlapping lines and 2-sided lines facing void, with a final node build. The repaired wad is at http://home.earthlink.net/~mjblakely/data/ultramarine.zip by request of Ultimate Doomer, supposedly for purposes of this review. I got the author's permission to do the repairs and to overwrite the file in 3d archives, but Ty has not completed that task yet, so don't go to the link up in the review.
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It sounds like you are on a LAN, using a router. If that's so, you will need to set your router up to pass the game data through to your computer. I have a Linksys router and it will allow "DMZ" to be set up for one computer on my LAN. That basically passes requests made to your WAN (wide-area network, or internet) IP to your LAN IP (the 192.168.xxx.xxx. There may be more to it with Legacy, I've just networked with Zdoom. Using my router software, I check and write down my WAN IP. I tell that ip address to the player wanting to join me. I start zdoom as host, then the other player can join if I either 1)set up DMZ to my computer, or 2) just forward port 5029 to my computer. I don't know about Legacy, it obviously picked up your LAN vs WAN ip address. If you can manually input your WAN ip address, then all you'll have to do after that is go DMZ or forward the correct port, either setting being made in the router. I don't know what port the Legacy host uses.
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It's been a looooong time since I came across a good joke, so let's not wait until Friday! ------------------------------------------------------------- A stranger was seated next to Little Johnny on the plane when the stranger turned to the Little Johnny and said, "Let's talk. I've heard that flights will go quicker if you strike up a conversation with your fellow passenger." Little Johnny, who had just opened his book, closed it slowly, and said to the stranger, "What would you like to discuss?" "Oh, I don't know," said the stranger. "How about nuclear power?" "OK," said Little Johnny. "That could be an interesting topic. But let me ask you a question first. A horse, a cow, and a deer all eat grass. The same stuff. Yet a deer excretes little pellets, while a cow turns out a flat patty, and a horse produces clumps of dried grass. Why do you suppose that is?" "Jeez," said the stranger. "I have no idea." "Well, then," said Little Johnny, "how is it that you feel qualified to discuss nuclear power when you don't know shit?"
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Yep, as I thought. The duck is back and in old form. Please, no one bait him with profanity because then you look guilty too. I want this ass banned from zdoom forums and I've put in the request, for what good it may do. I don't want anyone else looking guilty, to diminish the duck's responsibility for his actions.
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Not much you can do when you're not there, which is when this shit always happens.
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Hell yes, I've had stuff stolen from me time and again. Never actually been "robbed" at gunpoint, always "burgled" or whatever it's called. Two bicycles. Two motorcycles (got them back, damaged). One car. Tools. Then, the house break-in. Watch, heirloom wedding ring (that stuff left at home 'cause I worked as a machinist and you don't wear things which can get caught in the machinery). Extensive stereo system, entire music collection (lots of vinyl, not many CDs), wife and child's jewelry. Clothing and camera. Later on, someone siphoned gas from a boat I had and left the gas cap open for rain and snow to go it. Thieves and scumbags are always out there, amid the decency.
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I played it as-is with zdoom and did see some imps which would not attack me even if I shot them. Used zdoom +gennodes 1 to rebuild the nodes on the spot, did not fix the wad. Used WARM to rebuild the reject table and it works fine now. Sent wad back to you. Hey, check your DeePsea settings, don't the file saving options include check boxes for "all attacks" and some other percentage of attacks? That must be it.
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Yeah, and Steve T. really let him have it a few times, but the fact is this kid just sucks up the attention. He takes what he can get. He's not stupid but does not have any self-control. He said, "I'm leaving, I'm not kidding" and has been gone but what I suspect is that his family took him on some vacation somewhere, he knew he wouldn't be logging in and used that to advantage. So, I'm expecting him back in a week or two. Hope not though, there's no dealing with him at this stage and I hope that Randy is willing to pull the trigger on him if he resumes his forum wastage.
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Almost any node builder should work, either ones built into the various editiors, or the stand-alones like BSP, Zennode, WARM. This sounds more like some monsters are flagged "deaf", and if they can't "see" you, they won't respond until hit. Other than that, I think it's possible to have a reject table built so monsters won't react to you even if they should see you. Don't know how that would happen though (reject table filled with ones) unless you did it on purpose. If you can't sort it out, someone here can look at the wad and probably see what's up. Send to me if you want, mjblakely@earthlink.net I like looking into wad problems.
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Holding my breath...the duck hasn't been there for more than 24 hours, maybe he's gone like he said. I hope so, his pooping around the new forums was a pathetic display unlike any I've seen before.
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One thing you can do is to export a patch from doom.wad or doom2.wad, open that bitmap with an editor like Paint Shop, and view the palette. In my prog, I select "edit palette" and can see the entire thing. The palettes in Heretic and Hexen are different from the doom palette.
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Guess Vile changed his mind...???
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All may not be lost. To recreate the floor, sorta, you can place parallel lines close enough together, give them a texture something like steptop, and it'll pretty much appear as a floor. Look at one of Cyb's bridges in the Helm's Keep wad he did recently as an example. He used bridge objects, but I think you can also do this in a vanilla wad. To the best of my knowledge, you'll need the self-referencing sector so that you can eliminate lower sidedef textures and get no HOM. If you don't want to do something like that, then the answer to your biggest question is "no". To the less-important question, the problem may exist with doom or doom2.exe. Just not worth worrying about nowadays.
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If you make a sector self-referencing, you don't need lower sidedef textures. However, I guess you do lose display of the floor flat at that point and now I realize you want to see the floor. I've made such things (bridges with visible floors which you can walk under) using the zdoom sector transfer heights feature, but it's somewhat limited in the types of architecture where it'll work OK. Anyway, about the extra textures you need, you can always place extra lines in a sector which can have main textures assigned and located by y offset. If you already have railings, just paste extra lines down right next to them, very close, and use the middle texture only on those new lines.
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To make the STEPTOP texture not repeat, you have to use it as a "main" texture, not a "below" texture. You can place it where you want by y-offset. Making a sector self-referencing is a key in its not requiring a floor flat, or not displaying the flat if it has one assigned, and also in its not requiring any below or lower sidedef texture. I guess the only drawback to this method is that you can't ordinarily walk "under" such a bridge, although a few clever people around here know a way to use instantly-moving sectors to fake the effect of walking under a bridge in a vanilla doom wad. I just use zdoom's invisible bridge objects. :)
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You may get the 47i.cab here: http://home.earthlink.net/~mjblakely/data/
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OK, here you go.. There is a new command line argument, -netmode 1. It's of increasing benefit with increasing numbers of players beyond two. -netmode 0 is the original p2p behavior, -netmode 1 routes all traffic through the host and does not require each machine to talk to all other machines. My typical command line when hosting is zdoom -host 3 -netmode 1 -extratic and whatever else you want. Using -extratic for added insurance that data won't be dropped (prevent consistency failure?), also may use -dup 2 if a client on the internet has enough latency to slow the game. With 47i, -dup does not cause a loss of frame rate as it used to do. To host from behind a router, all you need to do is forward port 5029 to your machine. Randy's fixed the network negotiation so that you can host and be seen by machines on a LAN and on the internet as well...everything goes through the host because there is no way for internet players to see any machine on the LAN except for the host (no port forwarding for them). So there should be very few hosting problems. There is also some player prediction code in this version, you'll notice cl_noprediction=false in the ini file by default (prediction is active). Also you'll see cl_capfps=false. Set to true to cap framerate to 35 fps.
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mjblakely@earthlink.net
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Hey Xaser, yeah I remember it was you making those observations. I have no clue why zdoom doesn't run so well windowed on my machine, and I wouldn't have found it out except that massm2 causes a problem with 47i which requires you to start in a window, then go fullscreen. 48.cab? Wish I knew, it could be a day or a month or? However, 47i has most of what people were needing, particularly the multiplayer fixes to reduce consistency failures.