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andrewj

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  1. andrewj

    Indie FPS Project

    What actually it is? Your post is lacking a lot of information.
  2. I agree, complicates the code way too much, especially physics-related things.
  3. andrewj

    Vanilla limits question

    The only thing I can think of is to edit the map, move the player start thing to that spot, and then when you start the game switch to the automap and it will show all the linedefs which can seen from that spot.
  4. andrewj

    Favorit powerups in (FPS) games.

    It could be interesting to have a powerup which makes you grow to twice your normal size, which restricts your movement options but gives you double or triple the damage, perhaps even the ability to step on small enemies and squish them.
  5. andrewj

    Can't even release my first map, help!

    I think developing software is different to level design. With software you have a list of things that you need it to do, X, Y and Z, and you can work towards implementing those features on your own. Whereas level design is a much more creative process, and much more about what other people think of your work, and putting your map out there for other people to judge and give feedback on can be pretty daunting, even scary. I think you just need to grasp the nettle and release something, and see how it goes.
  6. andrewj

    Help for CQ3 mod for Oblige 7.70

    BTW, the following is some old CQ3 definitions which never got used, but may contain some useful stuff. I think the MATERIALS and ENTITIES tables could be used as-is, and the MONSTERS, WEAPONS and PICKUPS tables could be used with some extra changes. You would need to cut and paste the definitions into the proper files, like materials.lua and entities.lua (etc). Most of the other stuff won't work in Oblige 7.70. old-chex3-stuff.7z
  7. andrewj

    Help for CQ3 mod for Oblige 7.70

    I think that error occurs because you removed "episode4" and "episode5" from the EPISODES table in levels.lua -- while it makes sense to remove them, the code in the get_levels() function assumes 5 episodes and so an error occurs. That code has to be updated for the change from 5 to 3 episodes. There are two lines which need fixing, both in levels.lua : local EP_NUM = sel(OB_CONFIG.length == "game", 5, 1) and : for ep_index = 1,5 do
  8. andrewj

    Help for CQ3 mod for Oblige 7.70

    Oblige always creates a file called LOGS.txt and more information about the error should be in there. Copy and paste the contents into a post here and I'll take a look.
  9. andrewj

    Help for CQ3 mod for Oblige 7.70

    A good start, but there are a few things to fix. Firstly in base.lua there is this line: OB_GAMES["heretic"] = but that should have "chex3" instead of "heretic". Secondly, in themes.lua there is the theme definition: OB_THEMES["castle"] = { label = _("Castle") game = "CHEX3" name_theme = "URBAN" mixed_prob = 50 } the "CHEX3" in there should be lowercase. It is important that the case matches exactly, "CHEX3" does not match "chex3" and that prevents the theme from being used (and Oblige cannot work without any themes). Thirdly, the theme name is "castle" but this will conflict with the Heretic theme name, so it needs to be changed. First place to change it is right here, e.g. call it "city". It must be changed in some other places too, look for castle in levels.lua and themes.lua -- for the themes you need to change stuff like "castle_Green" to "city_Green" (the prefix must match the theme name and it must be one word with an underscore in the middle). After these changes, you should be able to build some maps, and then you can begin making modifications to other definitions and the prefabs. If you cannot build maps yet, then let me know.
  10. andrewj

    Help for CQ3 mod for Oblige 7.70

    I suggest adapting the existing Heretic game definition, it is simpler than Doom so there will be less things to modify and less extraneous details (e.g. for Doom there is stuff for handling both Doom 1 and Doom 2 as well as TNT and Plutonia). First step is to create a complete copy of the games/heretic folder, including the fabs and data subfolders, e.g. call the new folder chex3 or so (inside the games folder). Or just rename the existing heretic folder to chex3, that would be easier -- it depends on whether you plan to use a git repository to manage your changes or not. Anyway, everything you need to modify will be inside this folder. Then you should go through all the main lua files and rename "heretic" to "chex3" everywhere, including uppercase stuff (i.e. change "HERETIC" to "CHEX3"). The file base.lua is the starting file which imports the other main lua files and defines the game definition. There are lua files for prefabs too, but none of those mention heretic anywhere so you won't need to modify those. After doing this, you should be able to start Oblige and have the game appear in the menu, and be able to build maps (though they will still be for Heretic, of course). Any problems here should be fixed before you start to modify stuff for the new game. I can help a little bit, but you're gonna have to figure out a lot of stuff on your own, and it will be a lot of work to get it finished. But I wish you good luck :-)
  11. Chocolate Doom says: R_InitSprites: No patches found for BOSS frame G
  12. I'm one of those fans who did not mind the prospect of a female Doctor, and I was glad when Jodie got it instead of Kris Marshall -- I would have simply stopped watching it if he had got the role. So I have been watching the current series with an open mind, hoping it was going to be good, and while some episodes have been "ok", overall I'm pretty disappointed with the series so far. The two episodes you liked that most are the two episodes which I disliked the most, to me they were little more than preachy history lessons. As for Jodie herself, I quite like her in the role, but I think she (or her portrayal) lacks a certain authority or something -- I don't really "buy" her being a 2000 year old timelord. I agree with you about the companions, though Bradley Walsh has been more watchable than I expected (definitely better than Matt Lucas). Also four companions seems too many given the length of the show, I think the stories could be "tighter" and give more screen time to the Doctor if there were fewer companions to follow.
  13. andrewj

    Stairs Limit in Vanilla DooM?

    There is no hard-coded limit on the number of active moving floors (like stairs), but each moving floor uses a small amount of memory, so it's theoretically possible to trigger a fatal out-of-memory error, but I reckon you could have a few thousand moving floors without getting anywhere near to that stage.
  14. andrewj

    Snapmap's Rising

    Judging from that video, Snapmap has become a lot more powerful than I ever thought it could be, it's quite impressive what can be done with it now.
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