Search found 132 matches
- Wed Oct 12, 2016 2:25 pm
- Forum: Support and Help
- Topic: Flying/walking enemies
- Replies: 4
- Views: 10921
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...
- Mon Oct 10, 2016 12:25 pm
- Forum: General Discussion
- Topic: 3DGE Wiki
- Replies: 7
- Views: 28498
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...
- Mon Oct 10, 2016 12:22 pm
- Forum: [Abandoned] EDGE Builder
- Topic: 3DGE Builder v0.2 Released! (9.24.16)
- Replies: 4
- Views: 11893
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...
- Fri Sep 23, 2016 4:38 am
- Forum: Support and Help
- Topic: How far can I push Hub maps?
- Replies: 3
- Views: 9808
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 ...
- Thu Sep 08, 2016 11:45 am
- Forum: Mods/Projects
- Topic: Wolfenstein 3DGE
- Replies: 11
- Views: 24066
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.
- Tue Aug 30, 2016 2:53 pm
- Forum: [Abandoned] EDGE Builder
- Topic: 3DGEB v0.1
- Replies: 12
- Views: 25453
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...
- Mon Aug 22, 2016 9:06 am
- Forum: Mods/Projects
- Topic: 3DGE64 [WIP]
- Replies: 32
- Views: 66656
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...
- Thu Aug 11, 2016 12:28 am
- Forum: Mods/Projects
- Topic: 3DGE64 [WIP]
- Replies: 32
- Views: 66656
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...
- Thu Aug 04, 2016 1:45 pm
- Forum: Bug Reports
- Topic: Big list of small bugs
- Replies: 24
- Views: 39048
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...
- Wed Jul 27, 2016 9:21 pm
- Forum: Mods/Projects
- Topic: Heathen v1.1
- Replies: 58
- Views: 102823
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...