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Foxpup

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  1. Foxpup

    Reducing Linedef numbers

    EdMap allows byte-wise editing of any map structure (other than nodes), making scifista's method slightly less impractical. This feature is one of the reasons I keep it around despite its map-corrupting bugs - be sure to make backups.
  2. With a self-referencing sector. Self-referencing sectors are invisible, but the player can interact with them physically. First, create a thin sector in front of the railing, not touching anything, thus: --------+------------------------+-------- / / / +------------------+ / / / / / / +------------------+ / / / / / / / Raise the sector's floor to match the height of the railing (looks like 32 units), to act as a barrier. Make sure that no linedefs (not even the railing itself) are impassible - there's no need for impassible linedefs with this new barrier in place. Make a note of the sector number of this raised sector. Now, select each linedef of the new sector, go into sidedef properties, and set the sector numbers of both sidedefs to the inner (raised) sector. The sector should be invisible in the game, and prevent the player from crossing the railing from the lower sector, but can be jumped over (or on to) from above.
  3. Ain't nothing wrong with using double negatives to intensify a negative meaning rather than negate it. Nor with using non-standard language for rhetorical effect (as in "ain't"). Irregаrdless, the word is listed in the Oxford English Dictionary, which further states that it has existed since the mid-19th century. Don't bother challenging someone who adds "ir" to "regardless" in a Scrabble game: it's a perfectly cromulent word.
  4. ...on map 30 only. On other maps, they can only be telefragged (killing the player), and then only by a real player, not another voodoo doll. Correct. They can also be used for regular voodoo-doll triggers that are expected to keep working after player 1 has left the game.
  5. Foxpup

    Things about Doom you just found out

    No, but since you asked, I spent about an hour poring over the source and doing extensive testing, so now the answer is yes. It seems it's supposed to, but there are two problems. First, telefragging occurs before moving the teleported object, so the origin of the damage is the actually the location the player teleported from. Second, the thrust calculation overflows due to the extreme damage, producing a thrust of (6072/mass) units/tic in the opposite direction. The speed is then capped at 30 units/tic (MAXMOVE). The end result is that telefragged objects go flying towards the departure point. Movement only occurs if the telefragged object can be thrown completely outside of the telefragger in a single tic, otherwise it is blocked. This only happens if the objects are only barely intersecting, and it is thrust away from the telefragger, not towards (as can happen). How much is "barely intersecting" depends on the mass of the telefragged object. For anything under 196 units of mass, it's 30 units (since that's the speed cap). For example, a humanoid monster (mass = 100, combined player+monster radius = 36) must be a least 6 units away from the player's centre in order to escape. Only if the monster's radius is 14 or less (tested with DeHackEd since there are no monsters that small).
  6. UDS section 4.3.2. Read it carefully, looking for loopholes such as the following: * Actions that change sector types work on all sector types except lighting and time-delay doors, not just damage. * In vanilla Doom (but not Boom), floors can be raised above the ceiling, and ceilings lowered below the floor. This can be useful for control sectors. * Control sectors aren't just for moving floors. They're also surprisingly useful for doors. An adjacent ceiling exactly 4 units above the door's floor height will prevent it from opening, allowing doors to be locked or unlocked by ceiling actions. (But note that non-repeatable door actions will become permanently unusable if the door fails to open on the first attempt, so don't let that happen.) * Tags 666 and 667 can be applied to control sectors to produce novel boss actions.
  7. Foxpup

    DOS computer

    I stand corrected. I'm not sure where I got the incorrect information from; I only recall reading it "somewhere". I think I (or my source) got confused about the fact that DOS is more-or-less assembly-compatible with CP/M, so it requires no special effort to produce software for both platforms, which is apparently what most software companies started doing when DOS was released. In any event, there was never a Xenix version of Wordstar etc, which is all most users cared about.
  8. Foxpup

    DOS computer

    Actually, Xenix was released at the same time as DOS, as an option for IBM PCs. (Yes, Microsoft once offered users a choice when it comes to operating systems. The early days of home computing were crazy times.) Everybody used the technologically inferior DOS for one simple reason: it was backwards compatible with CP/M, so people could still use all their old programs. Indeed, CP/M was only popular because it meant you could run the same programs on different brands of hardware, at at time when "portability" meant being able to lift the machine with one hand - if you've been working out.
  9. Foxpup

    Chocolate Doom

    At the risk of stating the obvious, most DOS programs don't use the Windows sound driver (I think some of Epic's later DOS games experimented with this, to avoid sound problems when the games were run under Windows instead of pure DOS, but that's another story). It seems you've got Sound Blaster compatibility under DOS, but not Windows, which is reasonable since the Windows driver doesn't need it. Windows programs (such as Chocolate Doom) will not be able to use your card as an OPL synth (since it isn't really one in the first place) unless it has an option somewhere to enable Sound Blaster compatibility under Windows.
  10. Foxpup

    I'll ask all my problems Here

    Yes, it was. Sectors are made of linedefs. A sector will therefore be incomplete if you delete one of its linedefs without closing the resulting gap.This is a valid sector: This is not: +-----+ +-----+ | | | | | | <- A linedef has been deleted, | | | <- creating a gap in the sector. | | | +-----+ +-----+ The sector can be repaired.... either by dragging the open or drawing a new line or lines vertices into each other: to replace the deleted one: +\ +------+ | \ | | | \ | +---+ | \ | / | \ | / +-----+ +------+/ ...so that it once again forms a closed shape. To use the technical terminology, it is an absolute mess. Your linedefs are parts of different sectors, where they should be a single sector (this is another result of improper linedef deletion).You think you have a valid But instead you have multiple sector that looks like this: invalid sectors stuck together: +------+ +-----+ + | | | | | | | | + | + + | | | | | +------+ +-----+ To fix this, go into Make Sectors mode a click on the affected area. It will automagically make it a single sector.
  11. Foxpup

    Chocolate Doom

    I once had a laptop with a similar card, and I know they don't normally provide Sound Blaster compatibility on Windows, which is what you need to make it emulate an OPL (it doesn't have an actual OPL chip). The FM synth normally functions as a MIDI device only, so it seems to be working as designed. There may be a setting (either in the BIOS or sound driver configuration) to enable Sound Blaster compatibility, but then applications expecting a MIDI device won't work.
  12. Foxpup

    I'll ask all my problems Here

    Looks more like the wall itself is missing. Doommer, did you delete a linedef?
  13. Foxpup

    scripting in vanilla?

    There is no scripting support in vanilla Doom. You have to get creative with the standard line actions.
  14. It's nothing special about the donut builder. Any action that can transfer damaging sector types also transfers the secret type as well, causing the map to end up with more (or fewer) secret sectors than it started with. In the specific case of the donut builder, if the outside sector is secret, the donut sector will become secret as well. But since the kills/items/secrets percentages are calculated from the number of those things present at the start of the map, this allows for >100% secrets if both secrets are found. I have abused this, both to make secrets disappear permanently if the wrong route is taken (I'm a bastard), and to make a damaging river of nukage become secret after the nukage is drained (the model sector is inaccessible, so it only counts as one secret, and adds up to 100% if all other secrets are found). Neither case works correctly in ZDoom, where secret sector types specifically cannot be transferred, because the ability to do so is considered a bug for some reason. It can affect the functionality. If the stairs are activated while the lift is active (even if it didn't go anywhere because all the relevant sectors are still at the same height), the lift and all sectors after it will fail to rise. Even if the triggers are located far away from each other, it could still happen in a multiplayer game. I actually ran into this problem in two of my maps. In one case, the player can get to the top of the stairs by other means, so the broken stairs don't affect anything other than what route needs to be taken, and I didn't bother fixing it. In the other, the broken stairs completely blocked access to a needed key, making the map unwinnable. I fixed it by making another set of triggers using dummy sectors to repair the stairs if that happened. I find stairs are often more trouble than they're worth, and most of the stairs in my maps are actually done with dummy sectors.
  15. Foxpup

    GZDoom not working with Windows 10

    There's no such thing as an "exclusively hardware API". You can use a virtual machine to run hardware shaders on an arbitrary CPU just fine. Mesa's been doing it on Linux since forever. I had no idea Windows drivers are so far behind the curve.
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