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hawkwind

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About hawkwind

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  1. hawkwind

    Risen3D Help?

    Give us a step-by-step of what you did. The problem is somewhere your end, as the models work just fine.
  2. hawkwind

    What version of opengl does glboom/prboom+ require?

    Did you read this ? ... http://risen3d.drdteam.org/faq.htm
  3. hawkwind

    PLUTONIA 4 Released! (April Fools Megawad)

    I suspect. Release candidate needs more work. This already in map01 ... 1. All doortraks need lower unpegging. 2. Lowers of lines 242/243 etc. need BLOODRIP1. 3. Wrong ceiling flat sectors 5 and 48. 4. Wrong floor & ceiling flats sectors 44 and 45. 5. Lines 477, 469 and 227 should have been slightly north of sector sector 57, then a-grate would have tiled correctly.
  4. hawkwind

    Port Glacia - now on /idgames!

    The floors of sectors 695, 696, 681, 697, 692, 694 and 693 need the floor flat MFLR8_1 and AQMETL22 on the back-sidedef of line 4350 needs an x alignment of -56.
  5. hawkwind

    Port Glacia - now on /idgames!

    I admit I gave up on this one. Visually stunning. The gameplay was too hard for me. Way to many archies and not enough ammo. I managed to get to sector 1449 - using god mode a lot - but could not access sector 1525, since the player had to use the switch at line 9300. But how to get there ? OK found the teleporter at sector 1563 ... continuing on ... Got to the end. I could not access secret sector 150. Monsters in sector 459 did not exit. Player Things at sectors 1882, 762, 508 and 513 remained that their starting position. Maybe me ? Im wondering if the exit area with the boat? could use fake sectors.
  6. hawkwind

    journey: level 1 of 10 (+), boom compat

    ANIMDEFS error ... The syntax for your ANIMDEFS lump is wrong. You have this for example ... flat AHEART01 pic AHEART01 tics 5 pic AHEART02 tics 5 pic AHEART03 tics 5 pic AHEART04 tics 5 it should be ... FLAT AHEART01 pic 1 tics 5 pic 2 tics 5 pic 3 tics 5 pic 4 tics 5 Risen3D picked up on this. I do realise there are no new animated flats yet. See here ... https://zdoom.org/wiki/ANIMDEFS#Examples I also noticed a mixture of torches and floorlamps. This looked a little out of place for me. Just torches would look better imo A promising level.
  7. I thought that I would add that this is made for gzdoom ,which is not mentioned in the OP
  8. hawkwind

    (Poll) Your favorite Doom source port?

    Steve D, I know you are now aware of this but for other users, if you want the title screen using the Risen3D launcher, under the skills area, click the down button and select "Start game from New". @bzzak - sorry of I came across a bit grumpy - put it down to "old age".
  9. hawkwind

    How do i create doors with Doom Builder 2?

    http://www.doombuilder.com/?p=tutorials
  10. hawkwind

    (Poll) Your favorite Doom source port?

    Risen3D can indeed use DOOMWADDIR ... This ... if you bothered to read ... Risen3D/R3D_Docs/Launcher/r3d_launcher.htm and it is very playable, but for you obviously not.
  11. hawkwind

    (Poll) Your favorite Doom source port?

    I'm a bit biased, but I chose Risen3D, since I've been involved with its development from its inception.
  12. hawkwind

    [HELP ME] GZDoom squashed endgame screens.

    nvm moderator please delete.
  13. Possible serious bug ... It appears that when highlighting a line, DBX shows it referencing the wrong sector. For example, Open up Doom2.wad map01. Highlight line 104. This line is one sided and DBX shows it referencing sector 1 whereas it should reference sector 18. Highlight line 126. This line is two sided and DBX shows it referencing sector 1 on side 1 and sector 2 on side 2, whereas side 1 should reference sector 18 and side 2 sector 21. ... a minor nitpick ... When highlighting a sector, the info box bottom right looks a bit "messy". I hope you get what I mean. Also using win10, the very bottom of the editor is "chopped off" by the windows taskbar. Compare DB2.
  14. As an occasional playtester, I feel that error checking is vital. So, for me, any improvement in map analysis is a plus.
  15. Thanks anotak for dbx. I noticed that the stuck things in map anaysis mode seems to work better now. That said, it still reports stuck things in non-solid things. e.g. dead players. Some feature requests ... 1. When a map has 32 maps, to show all these on loadup. Currently have to use the slider bar. 2. An arrow for line direction. DeepSea has this. 3. Map analysis mode to check for missing or invalid tags. Keep it up ! :)
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