Search found 132 matches

by RUNSABER
Wed Oct 12, 2016 2:25 pm
Forum: Support and Help
Topic: Flying/walking enemies
Replies: 4
Views: 9330

Re: Flying/walking enemies

You can call states for things via RTS to force FLY & CHASE states onto things. You can also use JUMP commands interchangeably for smooth effects. And for dropping off ledges, make sure you dont have EDGEWALKER as a SPECIAL. They'll fall from cliffs and ledges, and you can use FALL states for when t...
by RUNSABER
Mon Oct 10, 2016 12:25 pm
Forum: General Discussion
Topic: 3DGE Wiki
Replies: 7
Views: 26423

Re: 3DGE Wiki

New skin is very minimal, & well-organized for quick viewing. +1 for the navigation position of the code guides! From time to time I'll make an article here and there (when I remember how to do so) and this setup works for learning too - will poke around for bugs throughout the month to see if anyth...
by RUNSABER
Mon Oct 10, 2016 12:22 pm
Forum: [Abandoned] EDGE Builder
Topic: 3DGE Builder v0.2 Released! (9.24.16)
Replies: 4
Views: 10360

Re: 3DGE Builder v0.2 Released! (9.24.16)

@Mars Although it doesnt show the effects in-editor, the builder starts 3DGE up fairly quickly - you can always move your Player thing to areas using the effects for efficient testing ^_^ We might get that feature in 0.3 because there's a ton of ZDoom stuff under the hood left from GZBuilder that do...
by RUNSABER
Fri Sep 23, 2016 4:38 am
Forum: Support and Help
Topic: How far can I push Hub maps?
Replies: 3
Views: 8155

Re: How far can I push Hub maps?

Sup, Mars!! Good to hear from you, bud. Ah, Hubs - have yet to play with this feature but during my tests with it there doesnt seem to be many limitations as far as everything on the port-specific side. The only thing you might find taxing are idle monsters. They remain active once you pass through ...
by RUNSABER
Thu Sep 08, 2016 11:45 am
Forum: Mods/Projects
Topic: Wolfenstein 3DGE
Replies: 11
Views: 21049

Re: Wolfenstein 3DGE

I feel for you, something similar along the lines happened to me a while back with my x86. Do you favor rigs or laptops? I'll keep a look out and help however I can.
by RUNSABER
Tue Aug 30, 2016 2:53 pm
Forum: [Abandoned] EDGE Builder
Topic: 3DGEB v0.1
Replies: 12
Views: 22892

Re: 3DGEB v0.1

Here you go bro, a 32/64bit archive mirror: https://dl.dropboxusercontent.com/u/41220053/SlimDX-32-64-bit.zip Also, make sure you have 3DGEB. I used Doom Builder 2 and got the same issues. GZBuilder or this one will work fine. I'll attach an update that allows use of the 3DGE-specific items. Right n...
by RUNSABER
Mon Aug 22, 2016 9:06 am
Forum: Mods/Projects
Topic: 3DGE64 [WIP]
Replies: 32
Views: 56176

Re: 3DGE64 Version II

NEW MAP LAYOUT: ADMONISH Style: Medium-sized map/Gothic theme Difficulty: 3/5 I Own Doom - Difficulty: 5/5 Watch Me Die (Higher Enemy Count + Tougher Situations) Creative Time: 1 Day Status: 90% complete: Needs balanced difficulty settings/proper tags/sequence fixes The goal of Admonish is to surviv...
by RUNSABER
Thu Aug 11, 2016 12:28 am
Forum: Mods/Projects
Topic: 3DGE64 [WIP]
Replies: 32
Views: 56176

Re: 3DGE64 Version II

New update: 3DGE 64 is now at version II after a year of learning DDF and sitting on my drive. PNG sprite updates will come in the next update when I tirelessly import and define them. Which will be a long time as I am taking a much needed break from Dooming altogether. A wiki article on 3DGE 64 wil...
by RUNSABER
Thu Aug 04, 2016 1:45 pm
Forum: Bug Reports
Topic: Big list of small bugs
Replies: 24
Views: 35049

Re: Big list of small bugs

Bug report while playing TNT on MAP28 on UV: Entering level 28: the spirit world WARNING: Failed to read directory: .\savegame\current //disregard ERROR: Assertion 's->num >= 1' failed in LookupEffectDef (src/s_sound.cc:291). This occurred in the first room on MAP28 by falling from the starting area...
by RUNSABER
Wed Jul 27, 2016 9:21 pm
Forum: Mods/Projects
Topic: Heathen v1.1
Replies: 58
Views: 88520

Re: [in development] unnamed fantasy mod

Didn't you code most if not a majority of the HDF, CJ? In reality, there's nothing that you can do in Heretic which hasnt already been done in Doom. I have referenced code from HDF to make some cool projectiles in other games. The closest thing we can get as inventory is mapping a script to a key th...