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Everything posted by farhaven
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it is a native version, the makefile included in one of the latest svn checkouts worked for me without need for patching.
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I can confirm that on my Intel Pentium 4 (3Ghz) with an ATI Radeon X700 and 512MB of RAM at a resolution of 640x480 GZDoom runnning on a Gentoo Linux kernel version 2.6.23 seriously drops in performance when entering the room with that towers. Before, everything is fine, as is afterwards, but in that room my FPS bareley reaches 10 FPS. Is this different in Legacy?
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are you using (G)zdoom or skulltag or any other port that supports doom-in-hexen format maps? if so,assign a special to a monster. when that monster gets killed, the special is executed. if your port doesn't support maps in hexen format,you could mess around with map07's special boss action, but that only raises all floors with tag 666 (as far as i remember). was that quick enough?
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the first one cleanly uninstalls your old drivers and the second one delivers new official drivers from nvidia
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looks definitely interesting. Will this map be limited to GL-ports?
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skulltag is quasi-open,as new zdoom features and bugfixes get transferred to st and back every once in a while as graf zahl has access to st's sourcecode. it's basically Gzdoom with an enhanced network support.
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I Give Up On Trying To Map: 2 - WIP
farhaven replied to MegaZzZeux's topic in WAD Releases & Development
nice one :) can you upload it somewhere? I'd really like to play it -
do you mean this program?
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woah, that screenshots look f***ing awesome. I whish I could map that good for quake :D
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then my suggestion would be to build the nodes for your map and try it again in whatever sourceport you use. if the problem persists, an upload would be the easiest solution to get your problem fixed.
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to help you,i have some questions: 1) What editor did you use? 2) What does your map look like inside the editor's map layout window? 3) What steps did you take to create such a room? 4) Did you build the map's nodes? (e.g. with ybsp,zennode,zdbsp,etc...) 5) Could you upload your map somewhere and post a link?
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to be more precise, the syntax for camera textures is as follows: CAMERATEXTURE <NAME> <X-RES> <Y-RES> [<X-Scale> <Y-Scale>] where <NAME> is the name which you have to use in your map, <X-RES> the horizontal resolution and <Y-RES> the vertical resolution of the texture. If you define <X-Scale> and <Y-Scale>, the texture gets scaled to fit that size,for example to get a resolution of 320 x 240 on a surface of 64 x 48, you'd use CAMERATEXTURE CAMERA1 320 240 64 48
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the n:x notation only works for playernames,so you would need to enter the name static.
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dude,these maps look fucking awesome. please tell us when you upload them,I can't await to play :)
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gaming on linux is absolutely no problem (there are native binaries for all versions of doom and quake,for example), but to be honest, Lindows is an insult for everything called Linux. It doesn't try to show Linux's strengths but it covers them for making Linux more like Windows (read: I have tried it once, but that "experience" only lasted 2 hours,then I got sick of it)
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or if you are editing on unix (or linux),you could use Yadex,which, although oldschool,has support for zdoom (almost complete) and automatically adds monsters and items found inside a DECORATE lump,should a wad contain one of these
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This might be helpful :)
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to be exact, it's a happy jumping ball :D
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well, mistake on my side then, but the license still allows editing and redistribution
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what? have you ever played freedoom? it's a great alternative iwad for doom engines and besides it is,in contrast to id's doom iwads, released under the GNU GPL which allows mod creators to use,alter and redistribute it's resources at will,which clearly is not the fact with iD's IWADs what makes you think so? the demo is,as the title "demo" says, a good and small representation for people who first want to try freedoom out before downloading the whole 15mb wad,which makes sense for people who are still on 56k besides, freedoom is good if you want to be abled to play doom mods but don't want to play iD's levels or use their resources (like sprites,textures and sounds) [/rant]
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I found Russian just a slight bit harder to learn than ACS,mainly because of the cyrillic alpabet :D
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thats simple: instead of giving the daemon an end game special,you assign an ACS_Execute special. Inside of the script executed with this special,you place a delay(20) (where 20 is the number of tics you want to wait,change it to fit your needs) before the end game action.
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er,hit me if I'm wrong,but the demos are still incompatible with other versions / engines,as the additional fields used to record jumps and looking up / down are still inside the demo (although they are empty). Besides,your key setup has nothing to do with demos,as they don't record pressed keys but movement commandos (like walk forward for 40 tics,press open,change pitch by 20 degrees up and so on)
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the flowers however look nice may i steal that idea for my own wads? :D