Search found 370 matches

by Karnizero
Sun 16 Jan 2011 5:42 pm
Forum: Projects for EDGE
Topic: A little thing I'm done
Replies: 2
Views: 3166

A little thing I'm done

Just a little TC with some new maps but also new enemies and new weapons that are not like Doom's weapons. The HUD is 100% different to the one in Doom and everything is different. And maps ambience will be inspired in KDiZD but also having in mmind some of those typical Quake2-ish constructions lik...
by Karnizero
Sun 16 Jan 2011 5:14 pm
Forum: General Discussion
Topic: On the way to RC#2
Replies: 16
Views: 10261

Re: On the way to RC#2

by Karnizero
Sat 15 Jan 2011 3:54 pm
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8624

I found something related with (Linedef Actions not working):

Linedef Actions calculated with TRIGCALC do not work. EDGE Console returns something like "xxxxx linedef action not defined" or something similar. (Not at my computer now).
by Karnizero
Sat 15 Jan 2011 3:46 pm
Forum: Feature Suggestions
Topic: to karnizero- sound entities
Replies: 4
Views: 3334

Thanks Corbin and Karnizero for the responses. I guess what I was trying to suggest was a true sound entity, something a mapper with little or no scripting ability could place on a level with a map editor. The only way to code an enemy to fire at player through walls is in c code i take it. Plus yo...
by Karnizero
Sat 15 Jan 2011 3:38 pm
Forum: General Discussion
Topic: On the way to RC#2
Replies: 16
Views: 10261

Re: On the way to RC#2

Stuff which has been done for RC#2 : - fixed saving crash What's this about? - TILT special for MD2 models (implied by MF_MISSILE too) If TILT works with angles, then TILT=90 will make the 3D Model to face Up, TILT=-90, is down, and then 180 is back, isn't it? If that is correct, that gives me vari...
by Karnizero
Wed 12 Jan 2011 9:04 am
Forum: Feature Suggestions
Topic: to karnizero- sound entities
Replies: 4
Views: 3334

I don't understand now if you need my help or not... Whatever, I have been experimenting some time ago with "background" sounds (that i think what's what you require) and found some nasty issues, that already corbin told. So investigating a little more, i managed to reach various solutions...
by Karnizero
Thu 06 Jan 2011 3:15 pm
Forum: Feature Suggestions
Topic: [last-minute] small feature requests before last release
Replies: 16
Views: 8704

A damn little petition: Skybox textures scaling in DDFLINES using the "SCALE = xxxxx" thing.

I found that using a skybox with hires textures defined onto DDFIMAGES, can't be resized, so the ingame skybox textures doesn't looks good.
by Karnizero
Thu 06 Jan 2011 3:12 pm
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8624

A little glitch i noticed: when in ddflines I define a scrolling texture linedef with SCROLL_XSPEED < 35, the texture, while in game, seems to become "crazy" and scroll very fast. I was using a 128x128 PNG texture, with transparency, and with no scaling. I was using the "custom" ...
by Karnizero
Thu 06 Jan 2011 3:08 pm
Forum: Help!
Topic: Attack Question
Replies: 16
Views: 7304

Okay...from what I got from the changelogs, if I assign a set of weaknesses, e.g. weakness.class = xyz and then weakness.class = abc won't one of those overwrite the other? That's what it looked like when I tested it out. Or can I use weakness.class, resistance.class and immunity.class if the bitse...
by Karnizero
Tue 04 Jan 2011 3:29 pm
Forum: Help!
Topic: Attack Question
Replies: 16
Views: 7304

I would, but I need THAT for something else. I can only define one set of parameters for a monster's weaknesses, right? [...] No, you can set multiple weaknesses for each monster type just by assigning (does this word exists in english?) the appropiate bitesets: IMMUNITY_CLASS = GHI; will make that...
by Karnizero
Mon 03 Jan 2011 3:43 pm
Forum: Feature Suggestions
Topic: [last-minute] small feature requests before last release
Replies: 16
Views: 8704

A little petition: implement something like a C++ "#include" statement for RTS and DDF. My original plan, a long time ago in a galaxy far away, was to allow lumps called "DDF###" where each # is a digit, and EDGE would simply load them all in order. Plus you could freely mix dif...
by Karnizero
Mon 03 Jan 2011 3:40 pm
Forum: General Discussion
Topic: Your oppinion about this
Replies: 1
Views: 2916

Your oppinion about this

http://img703.imageshack.us/img703/4342/shot08.th.png I need your oppinions about that HUD i have designed. It gives information about: 1.- HEALTH and Armour (duh) 2.- Keys you got 3.- Schematic image of the weapon in use 4.- Amount of ammo in current ammunition clip (shown in big numbers) 5.- Tota...
by Karnizero
Mon 03 Jan 2011 3:29 pm
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8624

Linedef Action num. 131 (Floor raise to next higher floor fast) doesn't seem to be correct. Dude, that is not much information to go on. Why is it not correct? What was the problem and where did you see the problem? I checked the DDF for linetype 131, and it matches what the DOOM and BOOM specs say...
by Karnizero
Sun 02 Jan 2011 5:49 pm
Forum: Feature Suggestions
Topic: [last-minute] small feature requests before last release
Replies: 16
Views: 8704

A little petition: implement something like a C++ "#include" statement for RTS and DDF. So we can have a main DDFxxxxx with various "#include" statements allowing a more organized PWAD. Usefull if you have a huge DDFThings lump, or a large RTS file, so you can create different lu...
by Karnizero
Sun 02 Jan 2011 5:42 pm
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8624

I found some Linedef actions doesn't do what they should: Linedef Action num. 131 (Floor raise to next higher floor fast) doesn't seem to be correct. Also, some "custom" linedef actions (this is, creating custom bitesets with a tool I don't remember it's name, but is used to create custom ...
by Karnizero
Fri 31 Dec 2010 6:24 pm
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8624

I will look into those mirror issues. I have to provide some screenshots so you can see exactly what I say, cause it's a bit strange effect and without screenshot it's hard to imagine, i think. The weapon issue is probably just that PNGs are slow to load, and EDGE loads them as needed (they are not...
by Karnizero
Thu 30 Dec 2010 3:32 pm
Forum: Projects for EDGE
Topic: Yo here's a chainsaw if anyone wants to use it.
Replies: 2
Views: 3444

I need a well done chainsaw for a project i'm done.

Chronoteeth, do you know any chainsaw for EDGE that is "a simple chainsaw in edge thats pretty badass"?

If yes, do you think I can get permission from author to use it into my project? :wink:
by Karnizero
Thu 30 Dec 2010 3:26 pm
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8624

Found another glitch, in 1.35RC1, of course. It's about Frames in DDFs. I did a weapon that attack frames "runs" very fast, just with one tic delay. When playing the game with such weapon and attacking, some frames seem not to show, or like if EDGE "jumps" over them, in time to t...
by Karnizero
Thu 30 Dec 2010 3:13 pm
Forum: General Discussion
Topic: Any Active Projects?
Replies: 13
Views: 7636

I'm doing a MOD/TC with totally new weapons, monsters, game mechanics, "non-static" HUD and even maps, BUT for 1.35+ only, using intensively much features from that edge version (it's the last version now). The only thing I'm not sure to be able to finish are the maps. I'm quite out of tim...
by Karnizero
Wed 29 Dec 2010 4:50 pm
Forum: Help!
Topic: Attack Question
Replies: 16
Views: 7304

Hold on a sec...If a creature is hit by an attack with a custom pain state, they will go into that state 100% of the time? Or is it based on the original pain chance? It's based on the PainChance. What i mean is that when entering such state, even if the first frame is a 0 tics duration with a jump...
by Karnizero
Sat 25 Dec 2010 9:00 pm
Forum: Help!
Topic: Attack Question
Replies: 16
Views: 7304

Well, if that's the way it is, then so be it. Stunning, I can do, and already had done. I was just hoping that I could set a custom pain chance for a specific attack. But note that if you use the method i told, the monster will enter the custom pain state anyway, so if the monster is attacking and ...
by Karnizero
Fri 24 Dec 2010 3:20 pm
Forum: General Discussion
Topic: I'm looking for person/s to...
Replies: 0
Views: 2304

I'm looking for person/s to...

...seriously write a documentation file for COAL, DDF and RTS functions, constants and etc. The program to read and interpretate these Doc Files is already available, so your work will not vanish in empty space ;-). The files uses the next rules: - Plain text. Not .doc, .odt or others. - The Doc fil...
by Karnizero
Fri 24 Dec 2010 10:59 am
Forum: Feature Suggestions
Topic: [last-minute] small feature requests before last release
Replies: 16
Views: 8704

Some features that are (i think) very simple, but may solve a lot of trouble to EDGE mappers/modders and give new and enhanced functionality: 1.- Rotating Texture LDef action. This is, allow to scroll a texture in a circular motion instead of only horizontal, vertical or diagonal. 2.- Mirrors with %...
by Karnizero
Thu 23 Dec 2010 9:47 am
Forum: Help!
Topic: Attack Question
Replies: 16
Views: 7304

[...] What I was going for was, is there a custom pain chance for the damage.pain_state? [...] Custom painchances? Never heard about this. But if you want to simulate stuns, then custom pain states are what you need. But you can simulate a custom painchance with a JUMP frame action within the custo...
by Karnizero
Wed 22 Dec 2010 10:13 am
Forum: Feature Suggestions
Topic: Damage percentage zones
Replies: 19
Views: 9719

That value is not supposed to be a percentage, so EDGE ignores the "%" sign and just sees "100" (or "50" or whatever). Hmmm........ fixing this could potentially break somebody's mod out there, although the risk is probably small......... OK I will fix it. You may not ...
by Karnizero
Wed 22 Dec 2010 10:11 am
Forum: Feature Suggestions
Topic: 3DModels vertical angle.
Replies: 4
Views: 3490

The code can already angle an MD2 model up or down -- no problem there. It is a question of when to do it. How about always doing it for MISSILEs, and have a new special flag for anything else? Or just use only the flag. If the missile is just an spherical MD2, it's not necessary to "correct&q...
by Karnizero
Wed 22 Dec 2010 10:06 am
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8624

I checked and found the [ALLBRIGHT] entry is never used, the effect is hard-coded (it adjusts the sector lighting value). Hence I have removed the misleading comment and have moved that entry to the "cruft" area at the end of COLMAP.DDF Then, could you please tell us what "colourmap&...
by Karnizero
Wed 22 Dec 2010 9:49 am
Forum: Help!
Topic: Attack Question
Replies: 16
Views: 7304

You can use DAMAGE.DEATH_STATE command into your weapons and then provide the monsters a custom Death State that matches the name you wrote into DAMAGE.DEATH_STATE, so when monsters are killed by those weapons, they will enter that death state, instead the default death state. The sintax is DAMAGE.D...
by Karnizero
Tue 21 Dec 2010 9:45 am
Forum: Help!
Topic: Attack Question
Replies: 16
Views: 7304

by Karnizero
Mon 20 Dec 2010 10:27 am
Forum: Help!
Topic: Identify RTS RadiusTriggers. HowTo?
Replies: 0
Views: 2812

Identify RTS RadiusTriggers. HowTo?

This is about how would you identify a RTS Radiustrigger, knowing that all RadiusTriggers start with "RadiusTrigger", and "Tag" and/or "Name" is optional. This is, which of the poll options do you think is better for identifying all RTS RadiusTriggers into a text editor...

Go to advanced search