Search found 570 matches

by Dartmerc
Wed 29 Aug 2007 10:38 am
Forum: Feature Suggestions
Topic: RTS, Changing Sector effects and Line linetypes on the fly
Replies: 9
Views: 2362

Well I had a look at that map20 thing, it appears that changing the texture is what removes the damage in that instance. There is a stange argument, SECSPECIAL=0; At first I was hoping it defined what sector effect the sector would be changed to, but it appears to do nothing. I can remove it, I can ...
by Dartmerc
Wed 29 Aug 2007 3:39 am
Forum: Feature Suggestions
Topic: RTS access to more keyboard keys
Replies: 4
Views: 1579

by Dartmerc
Wed 29 Aug 2007 3:36 am
Forum: Feature Suggestions
Topic: RTS, Changing Sector effects and Line linetypes on the fly
Replies: 9
Views: 2362

Okay, thanks for letting me know. I just assumed that because lowering/raising a sector with an extrafloor tagged line was reflected on the actual extrafloor that alot of stuff was done on the fly. I'll look into that example where the sector loses its damaging value, hopefully I can find a way to c...
by Dartmerc
Wed 29 Aug 2007 2:02 am
Forum: Feature Suggestions
Topic: RTS access to more keyboard keys
Replies: 4
Views: 1579

Well alot of these ideas came to me this morning when I was throwing around the idea in my head of a marvel super hero themed TC. Say the main characters are captain america and ironman. You control one or the other, but can switch real-time depending on who's specialist skills are required. This is...
by Dartmerc
Wed 29 Aug 2007 12:26 am
Forum: Feature Suggestions
Topic: RTS, Changing Sector effects and Line linetypes on the fly
Replies: 9
Views: 2362

RTS, Changing Sector effects and Line linetypes on the fly

Hey guys, this is something that may be possible, and if it is I appologise for this thread. I think the ability to change sector effects and linetypes dynamically through RTS is an important one. For example, if I wanted to remove an extrafloor, the best way would to be to set the tagged line's lin...
by Dartmerc
Tue 28 Aug 2007 11:44 pm
Forum: Feature Suggestions
Topic: RTS access to more keyboard keys
Replies: 4
Views: 1579

RTS access to more keyboard keys

I know this will most probably be implemented when full lua support is finally added (really cannot wait :D), but I think it'd be so great if we could get access to more then just the 'use' key in RTS scripts. Advantages of this are you could have a key reserved to open conversation (even a key for ...
by Dartmerc
Tue 28 Aug 2007 11:35 pm
Forum: Feature Suggestions
Topic: Damage percentage zones
Replies: 19
Views: 9568

I've had a bit of a think about this this morning, would it be possible at all (and sorry for the incorrect syntax, i'm at work away from EDGE) for the weakness and resistance to somehow be 'triggered' by sprite states? Like where makesound() or bright, or makedead (again, sorry about the incorrect ...
by Dartmerc
Tue 28 Aug 2007 11:29 pm
Forum: Help!
Topic: Make extrafloors crush when squished
Replies: 13
Views: 3162

True. Well alot of things were like that in doom 2.5, the way I planned to map was to get the basic layout for the maps, then come back over and detail them and make sure everything worked well. Only problem was I never really got to that second part :p I'm still not sure what is the best way to map...
by Dartmerc
Tue 28 Aug 2007 5:54 am
Forum: Help!
Topic: Make extrafloors crush when squished
Replies: 13
Views: 3162

Excellent, good to know it'll be addressed eventually. For now I guess I've just got to try and 'cheat proof' my extrafloor elevators, by adding ways to get down off the roof, as well as block off any areas it might give access too. On this note, I remember some people complaining in doom 2.5 that a...
by Dartmerc
Mon 27 Aug 2007 12:43 pm
Forum: Help!
Topic: Make extrafloors crush when squished
Replies: 13
Views: 3162

by Dartmerc
Mon 27 Aug 2007 12:41 pm
Forum: Help!
Topic: Make extrafloors crush when squished
Replies: 13
Views: 3162

i have the extra floor sector sandwhiched between two other sectors, one with the same ceiling and floor heights and one with the ceiling and floor heights i would like it to move to, then i tag the sector to a line-type to move it to the highest/lowest adjacent sector for both ceiling and floor. al...
by Dartmerc
Mon 27 Aug 2007 10:46 am
Forum: Help!
Topic: Make extrafloors crush when squished
Replies: 13
Views: 3162

Make extrafloors crush when squished

It was difficult to put this into words for the subject heading.. basically, when I used an extrafloor elevator (or standard elevator for that matter) and the player gets pushed up into an extrafloor, the player 'teleports' on top of the floor he's been pushed into. Is there anyway to make the playe...
by Dartmerc
Sat 25 Aug 2007 5:02 am
Forum: Other Gunk
Topic: Consoles!!
Replies: 30
Views: 6949

Atari 2600 Sega Master System Game Boy Playstation Game Boy Advanced Playstation 2 Nintendo DS PSP Playstation 3. I was considering getting a wii, as so cheap, but the way I see it, in a year or so I think people (especially me) will be sick of having to wave their arms around just to play a game. T...
by Dartmerc
Sat 25 Aug 2007 2:50 am
Forum: Bug Reports
Topic: [FIXED] Midmapping wont save change to BEST
Replies: 1
Views: 1315

[FIXED] Midmapping wont save change to BEST

Whenever I set midmapping in the video options to best, the change is never saved, and reverts back to good the next time I run edge. The change does take effect, I can see that, and changes to none or good seem to save properly. This has been an issue i've noticed as far as I remember using edge (o...
by Dartmerc
Fri 24 Aug 2007 1:31 pm
Forum: General Discussion
Topic: MD2 models
Replies: 47
Views: 7702

wow, that really look great ajapted.
Guess seeing as my new project is really just getting started, i'll plan to implement MD2 weapons and items at least, not sure if i'll take it as far as enemies too.
Definatly very exciting times.
by Dartmerc
Fri 24 Aug 2007 1:34 am
Forum: Feature Suggestions
Topic: EDGE customised doombuilder
Replies: 6
Views: 1931

by Dartmerc
Fri 24 Aug 2007 1:25 am
Forum: Projects for EDGE
Topic: Marines of UAC: Exigency
Replies: 32
Views: 12080

by Dartmerc
Fri 24 Aug 2007 1:06 am
Forum: Projects for EDGE
Topic: EMUS 2.0 To Do list
Replies: 46
Views: 14704

I think that all depends on the utility added, if it's something big then I think so (for example a leve viewer to create RTS spawns easier), but if it's something less significant, something I can't think of an example right now.. then probably not. Hope you appreaciate my very vague and overall no...
by Dartmerc
Thu 23 Aug 2007 9:14 am
Forum: Feature Suggestions
Topic: Damage percentage zones
Replies: 19
Views: 9568

Great! Can't wait to play with this new feature.
Finally my troopers with riot shields will actually work well.
by Dartmerc
Thu 23 Aug 2007 7:59 am
Forum: Projects for EDGE
Topic: EMUS 2.0 To Do list
Replies: 46
Views: 14704

Yeah, a find command is very important. Also, Ctrl + C doesn't seem to copy highlighted text, supprisingly this tiny issue has been bugging the hell out of me. I use Ctrl + C alot to quickly copy DDF parameters over.
My 2 cents.
by Dartmerc
Thu 23 Aug 2007 3:02 am
Forum: Feature Suggestions
Topic: EDGE customised doombuilder
Replies: 6
Views: 1931

Well considering its written in VB, i'll have a look. Don't know how far I will get, reading data from DDF files is simple, WAD decompression code will already exist so reading DDF lumps from within a WAD should be easy enough to nutt out, and I guess I could get my head around using that data once ...
by Dartmerc
Thu 23 Aug 2007 1:38 am
Forum: Feature Suggestions
Topic: EDGE customised doombuilder
Replies: 6
Views: 1931

EDGE customised doombuilder

Hey guys, i'm pretty sure this doesnt really belong here, but it does in a way. Seeing as doombuilder is opensource, would someone with C# (or whatever language its written in) be capable of making a custom build that: Reads image.ddf, things.ddf, sector.ddf and lines.ddf entries, adding these into ...
by Dartmerc
Thu 23 Aug 2007 1:24 am
Forum: Feature Suggestions
Topic: A few feature ideas i've had
Replies: 4
Views: 1622

Well it doesnt have to just be a mini-game to have dramatically different rules to normal Doom, We're already seeing full EDGE projects that have very different rules to Doom. I think it'd be a valuable addition (if used in the correct way). Jumping to mind is this example (and i'm really not sure h...
by Dartmerc
Wed 22 Aug 2007 5:34 am
Forum: Feature Suggestions
Topic: A few feature ideas i've had
Replies: 4
Views: 1622

Well a few times i've really wished to have the game scripted autosaves. In Doom 2.5 for instance, all the players weapons were found along the way, including the pistol, and the way I worked with PDAs made it impractical for the player to actually start with anything in their inventory. Basically, ...
by Dartmerc
Wed 22 Aug 2007 5:17 am
Forum: Projects for EDGE
Topic: Untitled WW2 alternate reality mod
Replies: 7
Views: 3873

You seem to have some details background to this, and i'm sure you're going to develope an imersive storyline. Why not release 'journal entries' that piece together the events leading upto the start of the mod. This would build the strong storyline and background that an alternate reality really doe...
by Dartmerc
Wed 22 Aug 2007 2:52 am
Forum: Feature Suggestions
Topic: A few feature ideas i've had
Replies: 4
Views: 1622

A few feature ideas i've had

Firstly, sorry if i bring something up that has already been discussed or implemented. Could we possibly get an autosave linetype? That is, a line that when crossed triggers an autosave. Would thick sliding doors be possible? Would sliding extrafloors be possible? Basically, exactly the same as a sl...
by Dartmerc
Tue 21 Aug 2007 10:28 am
Forum: Feature Suggestions
Topic: Damage percentage zones
Replies: 19
Views: 9568

Hmm.. that'd probably be a good compromise.
Seems like an easier way to implement most of the functionality without the fuss of extra images.
by Dartmerc
Tue 21 Aug 2007 4:14 am
Forum: Projects for EDGE
Topic: Marines of UAC: Exigency
Replies: 32
Views: 12080

Hey Nick, just watched that trailer and want to pay my respects, that really is amazing. I really am amazed. It might be because I didn't have any interest in your project, and really didn't see it panning out good when I first saw it over at W.I.P while I was working on Doom 2.5. You have proven me...
by Dartmerc
Tue 21 Aug 2007 4:06 am
Forum: Feature Suggestions
Topic: Character Selection?
Replies: 10
Views: 2804

by Dartmerc
Tue 21 Aug 2007 3:33 am
Forum: Feature Suggestions
Topic: Damage percentage zones
Replies: 19
Views: 9568

Damage percentage zones

Hey guys, it's been a while, but i'm back into EDGE editing. An idea for a feature i've had for a while that I may or may not have mentioned in the past, would be different damage percentage's depending on where the enemy was shot. I suggest this could be achieved in a similar way alpha transparency...

Go to advanced search