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Everything posted by CodeImp
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Stairs is gameplay-wise almost the same as a slope. It may be different in jumping, when walking on a stairs it may not jump right due to physics. But originally doom doesnt have jump, so theres no difference really.
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Oh I still ban them, but a stitch in time saves nine ;)
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No. The public chat is only disabled in the main lobby, because some assholes like to sit there talk trash and shit. When you kick/ban them, they go trash on someones forum. I dont like that, so I just keep them from doing, so I dont have to ban too many fags. You can still whisper to people and you can still talk in rooms.
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The question was answerred in the first reply, but some people just had to whine about how bad "chat keeps you from playing" and another about how bad "you cannot find opponents without chat" lol. Stfu?
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Im working on a Find / Replace feature. It can find / replace several different things, like vertices/lines/sectors/things by number, by tag number, by action number or by texture/flat.
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Thank you Zell! I will include this file with the next Doom Builder release. Credit shown on the site.
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Quick editing question [ZDoom and DoomBuilder related]
CodeImp replied to LexiMax's topic in Doom Editing
I will include these line actions in the ZDoom (Doom in Doom format) configuration file with the next version. -
lol @ funnyboy, so now im having a problem? hehe, as if im the one who is whining. you have a communication problem.
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lol, you people are like women, or just retarded. When there is chat, you whine "omg now I cannot play because people can chat!" which doesnt make any sense, because you can decide for yourself if you go have a chitchat or hit the Join Game button. When there is no chat, you whine "omg now I cannot play because I cannot find a game!" which is stupid too, but it does have a point. But the downside of the public chat is, like exile said, people asking these fag questions, then they spam some because the answer is not what they'd like to hear, then a modertor has to kick, which results in more whining from the kid on some forum. I can make it how you want it, you see that, but you people dont even know what you want. Complaining is sooo easy, but you dont have any better and you cannot think of a solution or you'll be complaining about that too. Bah.
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ZDaemon CTF Map Pack 1. Almost done...
CodeImp replied to LexiMax's topic in WAD Releases & Development
You have a bug in your E1M1 map. The switch which used to open a door at the start of the hangar (ultimate doom only) is not tagged to anything. It now "opens" the piller it is on and then the pillar closes. When its closed the tech column shows really weird through the pillar. I suppose you meant to delete that switch as you did removed the textures as well as the tag, but not the action. -
F2 allows you to rename the level header lump. If you want another map from the same wad, just go into File menu, click the first recently opened filename and select another map. Is that so hard? Graf Zahl: That will show a totally scrambled image for all flats other than 64x64! And note that the flat in 3D Mode will look scrambled too, because that is exactly the same data as the preview images!
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Nope, but now at least they will be listed but shown black. If you know a better way which does handle EVERYTHING and still gets the correct width and height from the flat size, then tell me how.
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Hirogen2: yes sargebaldy: I see its just one patch DB doesnt show on that wall. DB refuses to draw a patch when it fails one of the "security" checks (for example: pointers within the image must stay within image bounds and such rules to prevent memory leaks). Im afraid something is wrong with that patch.
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I do so for the good of my editor. Like I replied to this topic earlier: People ask so much thing that only they want to use for once. Nobody wants an editor cluttered with so many features that its hard to see how it really works. Thats why I have to make my decisions carefully. And I partially agreed; Flats cosidered invalid will now be listed anyway, but shown black. Graf Zahl: I never said it checked for 64x64. It checks the square root of the size and the square root of half the size, if either of that value is integral, it is considered valid. This math "trick" allows for square and rectangular flats (which are exactly twice as wide as high or exactly twice as high as wide). But now it will list it anyway, and only show the colors when it conforms to this rule.
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I sure can make it list the flat, but it will be black since its invalid. (and the next thing im gonna have to deal with is people whining about why it shows their invalid flats as black or why it lists them at all when they arent flats)
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No, ZDoom (as well as the other engines derived from ZDoom) supports BOTH Doom and Hexen formats. But both in their original way, nothing changed. Thats very offtopic. What jDoom does here is something else, its putting other data in flat lumps which refers to an external file which it must load instead.
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Who changed the Doom map format? I think you are confusing with Hexen maps.
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Yes, but that doesnt conflict with anything doom does it? Besides, most of these engines have that stuff now, you could say it has been standardized. This Doomsday stuff goes way too far from doom and screws the rules of the flat lumps and whatnot.
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My editor is a doom editor. If jDoom guy makes changes to his jDoom engine that conflict with the doom standards, fine, but please dont ask me to do the same.
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Just try all of em and see what you like for yourself.
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Doom Builder does not need an F_END if you have FF_END. It looks for either F_START or FF_START and for either F_END or FF_END and assumes all lumps in between are flats (unless ofcourse when the lump is empty or not square and not a rectangle twice the width of the height or whatever that rules was).
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OMGOMGOMG i was still logged in as Gherkin, old name, OMG.
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nevermind my post, heh