Search found 370 matches

by Karnizero
Sun 19 Dec 2010 6:28 pm
Forum: Bug Reports
Topic: 1.35 Glitches
Replies: 14
Views: 8406

1.35 Glitches

I found some issues on 1.35RC1 First one : I was testing the GL_Colour feature on [ALLBRIGHT] Colourmap, that is used with doom original night vission googles. The code is something like this: [ALLBRIGHT] GL_COLOUR=#FF0000; But when the player picks up the doom googles, screen doesn't become red. Ju...
by Karnizero
Sun 19 Dec 2010 3:18 pm
Forum: Feature Suggestions
Topic: [last-minute] small feature requests before last release
Replies: 16
Views: 8465

Re: [last-minute] small feature requests before last release

God, please hear our pleadings. I was going to create separate topics but figured I could maybe compact them together in this one. 1) was wondering if you could give us a choice between texturing the console/background like in 1.31. I know this was hardcoded recently to transparent. Sounds interesti...
by Karnizero
Sat 18 Dec 2010 8:12 pm
Forum: Feature Suggestions
Topic: Little feature suggestion
Replies: 2
Views: 2600

Little feature suggestion

Hi. Is it too late to ask for a little feature that will GREATLY INCREASE EDGE Functionality, but it's quite easy to implement? I think no other source port have this, so EDGE will be the first one to have this, and we can make REALLY INTERESTING effects of ANY KIND and that will make EDGE almost th...
by Karnizero
Fri 17 Dec 2010 11:01 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 63714

by Karnizero
Fri 17 Dec 2010 10:59 am
Forum: General Discussion
Topic: Andrew, you have a serious prob ->
Replies: 8
Views: 4336

More problems for you, Andrew: I found into WinRott forums that community there is trying or thinking about giving voxels support for WinRott: http://rott.s4.bizhat.com/viewtopic.php?t=357&mforum=rott Andrew's EDGE Engine can't be less... 8) Somewhere else on that forum there was a thread which ...
by Karnizero
Thu 16 Dec 2010 10:56 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 63714

Wow new smoke looks great. I have no idea how to blend and do all that kind of stuff to sprites or anything. Maybe I could pass those smoke sprites to you or something to enhance the effect? Or you can try it by yourself. It's pretty easy, using Gimp: There are two ways to do this. The first one is...
by Karnizero
Thu 16 Dec 2010 10:32 am
Forum: General Discussion
Topic: Andrew, you have a serious prob ->
Replies: 8
Views: 4336

[...] Also, not related but still worth a mention: As of this weekend, Christmas has come early for the Through the Looking Glass community. A CD’s been discovered containing the source code for the Dark Engine, aka the engine used by Thief, Thief II and System Shock 2 http://www.ttlg.com/for...
by Karnizero
Wed 08 Dec 2010 8:53 pm
Forum: General Discussion
Topic: EDGE 1.35 RC#1
Replies: 4
Views: 2272

If I understand well, is it supposed the "WAIT_UNTIL_DEAD" only triggers if monster XXXXX dies into a triggereable area?. :shock: The point is to allow a room where you must kill e.g. two baron of hells for the door to open, while still allowing baron of hells in other parts of the map. I...
by Karnizero
Wed 08 Dec 2010 8:46 pm
Forum: General Discussion
Topic: Andrew, you have a serious prob ->
Replies: 8
Views: 4336

Andrew, you have a serious prob ->

zDoom Team is now experimenting to give zDoom support for Voxels!!!




Andrew's EDGE Engine can't be less... :roll:
by Karnizero
Tue 07 Dec 2010 6:16 pm
Forum: Projects for EDGE
Topic: AvM- Episode 1
Replies: 25
Views: 12459

Just so people know, im back on this. However im droping 3d models since i just cant get them to work how they should, also the game is going to be smaller than planed with only 2 decks to the ship. You can make 16-faces hires sprites from the models so they could look like a 3D model. Almost. More...
by Karnizero
Tue 07 Dec 2010 12:08 pm
Forum: General Discussion
Topic: EDGE 1.35 RC#1
Replies: 4
Views: 2272

First to download!!! I will test this. + fixed serious bug with COAL scripts, where replacing the draw_all() and begin_level() functions did not work -- EDGE would always use the original one. Really I think this was absolutely needed. + inheritance for DDF. And this is pretty useful...
by Karnizero
Mon 06 Dec 2010 12:10 pm
Forum: Help!
Topic: COAL hates me...
Replies: 4
Views: 3123

Please put the coal_hud.ec and coal_api.ec files into a ZIP and upload it somewhere (e.g. speedshare.com), and post the link (in a private message if you prefer). Dunno why, but the problem was solved by itself. I can't say what I did, but the issue does not appear anymore. Maybe I wrote "75&q...
by Karnizero
Sun 05 Dec 2010 1:03 pm
Forum: Help!
Topic: COAL hates me...
Replies: 4
Views: 3123

If the compile failed, there should be an error message. What is it? Popup window says "Errors compiling coal script: doom_ddf/coal_hud.ec" And debug output says "COAL: doom_ddf/coal_hud.ec:203: type mismatch for > ERROR: Errors compiling coal script: doom_ddf/coal_hud.ec" What ...
by Karnizero
Sat 04 Dec 2010 10:35 am
Forum: Help!
Topic: COAL hates me...
Replies: 4
Views: 3123

COAL hates me...

by Karnizero
Thu 02 Dec 2010 10:31 am
Forum: Help!
Topic: Compiling on Window$ ?
Replies: 3
Views: 2832

karnizero was caught admitting: 4.- Could you please send me free beer? You... you want American beer? :? Yes, if tastes like Franziscaner. 8) As is stated in INSTALL.txt, you'll need mingw32 to build for windows. Using windows as a build host seems 'unsupported' currently. However can compile edge...
by Karnizero
Thu 02 Dec 2010 9:47 am
Forum: Projects for EDGE
Topic: HYPERTENSION (2010 gameplay teaser, feedback here!)
Replies: 182
Views: 63714

Looks really good, but blend the smoke's borders and give it some translucency to make it look better. I hack into your computer ... 8) ... and managed to "edit" the map. This is how the smoke looks like now. http://img163.imageshack.us/img163/6631/smokeeee.png Also, you can add some drop ...
by Karnizero
Sun 28 Nov 2010 11:29 am
Forum: Help!
Topic: Compiling on Window$ ?
Replies: 3
Views: 2832

Compiling on Window$ ?

The topic's name says it all. But some specific questions: 1.- I have Visual Studio 6 (from around 2000 or so). Is it possible to compile with that? 2.- In case the previous is negative, can I compile it with gcc for windows? 3.- What devel libs do I need (SDL/FMOD/<etc...>)? 4.- Could you please se...
by Karnizero
Fri 26 Nov 2010 4:07 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14573

Yeah COAL2 has user defined types i.e. "classes", though it probably won't be a fully object-orientated language -- another goal is to keep it as simple as possible. Some special syntax for states is an option, though it may not be needed. Let's compare how your example might look like in...
by Karnizero
Fri 26 Nov 2010 10:26 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14573

Welcome back man :) Thanks. I have been doing some work on COAL2, the successor of COAL which will be featureful enough for doing all the game logic. The design is almost finished and the coding has begun. One goal is that something like DDF would not be needed, because you'll be able to supply the...
by Karnizero
Mon 22 Nov 2010 8:45 am
Forum: Projects for EDGE
Topic: A.v.M. - Aliens vs. Marines "Aliens Online" redux
Replies: 237
Views: 95237

Looks good, but... I can't see the download link in your posts... :P
by Karnizero
Mon 22 Nov 2010 8:38 am
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14573

Any advancement on this?


... and hello you all. ;-P
by Karnizero
Fri 02 Jul 2010 3:25 pm
Forum: Other Gunk
Topic: Finally pre-ordered my Pandora!
Replies: 18
Views: 8392

Well I don't know if you wear really tight jeans or not ;) but it fits in my pockets OK (back pocket always and front pocket depends on how baggy my trousers are!). My trousers pockets can contain a NintendoDS, quite good, but I thing the Pandora is some more bigger. I don't think i feel confortabl...
by Karnizero
Thu 01 Jul 2010 8:19 pm
Forum: Other Gunk
Topic: Finally pre-ordered my Pandora!
Replies: 18
Views: 8392

It's small, but it won't fit in your pocket like Pandora will! :D I don't know how your pockets are, but mine are not so big... Unless the Pandora is as bigger as a NintendoDS or PSP. :P Thought I'd resurrect this ancient thread to say that I am now the proud owner of a First batch Pandora!! YAY! W...
by Karnizero
Thu 01 Jul 2010 6:48 pm
Forum: Feature Suggestions
Topic: FPS increase?
Replies: 21
Views: 9454

I myself have been called arrogant many times by all types of people. I consider it a skill to be used against a society which chooses to only notice people's flaws. So I don't find being arrogant anymore a flaw than a artist who's self centered and defensive when criticized about their chosen trad...
by Karnizero
Thu 01 Jul 2010 4:54 pm
Forum: Projects for EDGE
Topic: GFX & SFX Design Project: HOW-TO Topic
Replies: 6
Views: 3902

Smoke tutorial next please? What kind of smoke? Bullet puff smoke, burning paper smoke or weapon ejecting smoke? Because depending on the smoke you need, the process is different since those smokes have different density, movement and shape. For example, bullet puff=dense, circular/spherical. Somet...
by Karnizero
Wed 30 Jun 2010 5:50 pm
Forum: Feature Suggestions
Topic: FPS increase?
Replies: 21
Views: 9454

But I don't see the point, unless you want a Source Port that doesn't follows the real Doom timing rate. If you want 70 FPS, you mean that you want the game to show 70 Frames each second, but don't forget that original Doom shows 35 Frames each second, so either it's pointless to have higher framera...
by Karnizero
Tue 29 Jun 2010 1:56 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14573

Hope this clarifies things: Firstly I want to make a good Quake2 port, which runs well on Linux and Windows and has a few extra features. This Quake2 port might use COAL and DDF for the game logic. It would be a huge job to convert all the game logic to COAL/DDF, and I may not feel like doing that ...
by Karnizero
Sun 27 Jun 2010 11:54 am
Forum: General Discussion
Topic: Test binary : EDGE 1.35b
Replies: 6
Views: 2962

The TX_START/END and HI_START/END stuff is mainly for compatibility with other ports. Originally it was a ZDoom feature, but PrBoom+ has added support and other ports will likely follow (if not done already). IMAGES.DDF is still the best way for EDGE mods, as you can specify scaling and offsets and...
by Karnizero
Sat 26 Jun 2010 5:08 pm
Forum: General Discussion
Topic: Andrew's Quake2 engine
Replies: 47
Views: 14573

by Karnizero
Sat 26 Jun 2010 5:03 pm
Forum: General Discussion
Topic: Test binary : EDGE 1.35b
Replies: 6
Views: 2962

Sorry for double post. But I found some issues: - You told us "Version 1.35b" but EDGE Console says "1.35a". Is it alpha or beta? If that's alpha, then that means that you will implement a lot more things, that you kept in secret. If is BETA, then you need almost a total engine r...

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