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  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 532

PostForum: General Offtopic Chat   Posted: Fri Nov 24, 2017 8:27 pm   Subject: PixelCon November 2017 with John Romero
I got a Doom poster at the event, and he signed it. I didn't really bring anything else, I was there for the challenge Smile
  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 532

PostForum: General Offtopic Chat   Posted: Thu Nov 16, 2017 10:53 am   Subject: PixelCon November 2017 with John Romero
There was no particular reward, the final round itself was not even planned originally (I think), though it makes sense to have something like it if there are enough good players. After the deathmatch ...
  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 532

PostForum: General Offtopic Chat   Posted: Sun Nov 12, 2017 5:25 pm   Subject: PixelCon November 2017 with John Romero
So, the port was GZDoom, we played Doom2 map07 (4 player deathmatch). Although I was ill, I managed to get into the final round where the players with best scores played dm against each other and Rom ...
  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 532

PostForum: General Offtopic Chat   Posted: Sun Nov 05, 2017 3:02 pm   Subject: PixelCon November 2017 with John Romero
Well they didn't say which port, I suppose it will be in original doom with dosbox emulation, or maybe chocolate doom (I suspect this because the whole event is quite oldschool, there will be C64 game ...
  Topic: PixelCon November 2017 with John Romero
Body-Guard

Replies: 15
Views: 532

PostForum: General Offtopic Chat   Posted: Fri Oct 27, 2017 12:03 pm   Subject: PixelCon November 2017 with John Romero
So there will be an event in my city, and guess what: John Romero will be there and will play classic doom deathmatch against the fans. The event will be hosted at my university, so wish me luck again ...
  Topic: TEH BASE Cooperative - Release 1f
Body-Guard

Replies: 67
Views: 21679

PostForum: Wad Editing   Posted: Tue Jan 31, 2017 12:19 pm   Subject: TEH BASE Cooperative - Release 1f
Bumping this again, because a new release is out. Hopefully the last one before r2 arrives. This update is intended as a fix for known issues and gives finishing touches to maps as they were originall ...
  Topic: CPW_CustomBulletAttack bullet puff not spawned online
Body-Guard

Replies: 3
Views: 1406

PostForum: Unconfirmed Bugs   Posted: Sat Dec 24, 2016 6:21 am   Subject: CPW_CustomBulletAttack bullet puff not spawned online
Just because it has the NONETSPAWN flag that does not mean that the bug report is obsolete. The custom bullet attack has a parameter which allows to define whatever actor as the bullet puff of the hit ...
  Topic: FYI - truecolor software renderer fork of zdoom
Body-Guard

Replies: 2
Views: 1301

PostForum: General Offtopic Chat   Posted: Tue Sep 27, 2016 7:28 pm   Subject: FYI - truecolor software renderer fork of zdoom
Some of you might not be familiar about what is going on over at zdoom recently. I found this project, QZDoom especially interesting. It aims to provide 32 bit software rendering. While still in early ...
  Topic: [Rendering] Support for ZDoom extended NODES
Body-Guard

Replies: 5
Views: 1391

PostForum: Pending Requests   Posted: Tue Sep 06, 2016 3:09 pm   Subject: [Rendering] Support for ZDoom extended NODES
While mapping, I bumped into a limitation. It appears that the SEGS limit is 65536. Going above this triggers ZDBSP to build extended nodes. While the map loads up in ZDoom correctly, ZDaemon does not ...
  Topic: Relax the limit on ANIMDEFS max frames per animated texture
Body-Guard

Replies: 1
Views: 760

PostForum: Pending Requests   Posted: Fri Aug 26, 2016 4:20 pm   Subject: Relax the limit on ANIMDEFS max frames per animated texture
ZDaemon complains when "too many" frames are used for an animated texture. I managed to trigger it with 45 frames for a texture. ZDoom does not have such limitation (or if it does, it is cer ...
  Topic: Support for SNDINFO attenuation
Body-Guard

Replies: 2
Views: 1796

PostForum: Pending Requests   Posted: Fri Aug 26, 2016 3:36 pm   Subject: Support for SNDINFO attenuation
Don't like to bump my own post but lacking the control of sound attenuation is really bad. To simplify the request lets concentrate on one feature only:

$attenuation aliasname value

Defines a mu ...
  Topic: [DEH] A_RandomJump do not work online.
Body-Guard

Replies: 1
Views: 1174

PostForum: Unconfirmed Bugs   Posted: Thu Aug 25, 2016 10:14 am   Subject: [DEH] A_RandomJump do not work online.
Decided to take a deeper look into this, found the following.


RandomJump does not show correct state online on the client.


Using RandomJump to alter the frame execution of actors is not show ...
  Topic: CPW_CustomBulletAttack bullet puff not spawned online
Body-Guard

Replies: 3
Views: 1406

PostForum: Unconfirmed Bugs   Posted: Tue Aug 23, 2016 10:35 am   Subject: CPW_CustomBulletAttack bullet puff not spawned online
CPW_CustomBulletAttack bullet puff not spawned online.

Example wad:
http://destiny-server.no-ip.org/stuff/cpw_custombullet.zip

Pistol has custom bullet attack. Bullet puff is modified ShortGre ...
  Topic: MBF-style codepointer: RandomJump
Body-Guard

Replies: 14
Views: 7599

PostForum: Implemented Requests   Posted: Fri May 20, 2016 9:55 am   Subject: MBF-style codepointer: RandomJump
I gonna check it when I get home. I use this feature in a beta version of my wad, but it wasn't played online yet.
  Topic: I wanna map again heh, any tips?
Body-Guard

Replies: 3
Views: 1433

PostForum: Wad Editing   Posted: Mon May 16, 2016 12:33 pm   Subject: I wanna map again heh, any tips?
I don't really know any efficient way to do this, but I find myself in similar situation when I need to study shit. The hard part is to actually sit down and begin doing stuff. Once you start doing it ...
  Topic: So uh, wheres everyone at
Body-Guard

Replies: 90
Views: 24239

PostForum: General Offtopic Chat   Posted: Tue Mar 15, 2016 12:59 pm   Subject: So uh, wheres everyone at
Began my online doom career here when I first got broadband after 56K modem (I was like 10 years old). Actually I find it quite interesting that a PC game like Doom made so much impact on my life. I w ...
  Topic: Cheating? Also is a banneable offense to see a cheat?
Body-Guard

Replies: 5
Views: 3130

PostForum: ZDaemon Help & Chatter   Posted: Thu Dec 24, 2015 11:03 am   Subject: Cheating? Also is a banneable offense to see a cheat?
That is a way to look at it, yes Razz but otherwise I might need to do that each time for each IP, until either the bad guy gets bored of it or me. Given that sometimes it means a Class B IP adress ran ...
  Topic: Cheating? Also is a banneable offense to see a cheat?
Body-Guard

Replies: 5
Views: 3130

PostForum: ZDaemon Help & Chatter   Posted: Thu Dec 24, 2015 10:04 am   Subject: Cheating? Also is a banneable offense to see a cheat?
As a server admin I often encounter this kind of people. My solution is to log the client connections and watch out for them. Even if they manage to use new IP address each time they connect, they get ...
  Topic: Cheating? Also is a banneable offense to see a cheat?
Body-Guard

Replies: 5
Views: 3130

PostForum: ZDaemon Help & Chatter   Posted: Wed Dec 23, 2015 4:15 pm   Subject: Cheating? Also is a banneable offense to see a cheat?
Maybe he did a router reset to get new ip address. If the server tracks a player using his ip address, then it can be fooled by getting new IP. Same method is commonly used for ban evasion. Not everyo ...
  Topic: [ACS] CPA_Execute/CPA_ExecuteAlways and the loop states
Body-Guard

Replies: 5
Views: 1645

PostForum: Pending Requests   Posted: Sun Dec 13, 2015 2:19 pm   Subject: [ACS] CPA_Execute/CPA_ExecuteAlways and the loop states
If I get it right, the problem is when you use these codepointers in looped states like idle/chase:

CPA_ExecuteAlways executes in each loop iteration for each actor.
CPA_Execute runs the specified ...
 
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