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  Topic: Introducing "Castle of Hassle"
Xsnake

Replies: 16
Views: 14721

PostForum: Wad Editing   Posted: Sun Sep 28, 2014 3:37 pm   Subject: Introducing "Castle of Hassle"

Mmmm naah, hires titlepic as SR69 said works with no prob.

But the scaled textures can be done, by using TEXTURES lump, where u have to check WorldPanning option.... I messed with it but i think ...
  Topic: Introducing "Castle of Hassle"
Xsnake

Replies: 16
Views: 14721

PostForum: Wad Editing   Posted: Sun Sep 28, 2014 9:59 am   Subject: Introducing "Castle of Hassle"
Truly awesome but meh, u know u can make one version compatible even with zan ? Since ZD ignores deco and zan ignores dehsupp :0

I'm aware of this, but there are a few more differences between the ...
  Topic: Introducing "Castle of Hassle"
Xsnake

Replies: 16
Views: 14721

PostForum: Wad Editing   Posted: Sun Sep 21, 2014 2:22 pm   Subject: Introducing "Castle of Hassle"
* RC3 Changelog *

-Completed the final chamber.
-Changed the scout "speed upgrade" to "Money Maximizer". It will increase the team
money income by 10% per level (2 levels& ...
  Topic: [1.10 and 1.09] Earthquakes don't affect cameras
Xsnake

Replies: 1
Views: 6712

PostForum: Fixed Bugs   Posted: Sun May 25, 2014 11:54 am   Subject: [1.10 and 1.09] Earthquakes don't affect cameras
Earthquakes tremors only seem to affect players' own POV. If a camera change is performed (ChangeCamera ACS function), it won't be affected by the tremors.

[url=http://xsnake.online.fr/wads/camera_ ...
  Topic: Introducing "Castle of Hassle"
Xsnake

Replies: 16
Views: 14721

PostForum: Wad Editing   Posted: Fri May 17, 2013 5:48 pm   Subject: Introducing "Castle of Hassle"
Thanks for the feedback, guys.

Here comes a fix for the problem you mentioned along with other fixes and new features. Cool

* Changelog *

RC1 -> RC2 (17th of May 2013)
########### ...
  Topic: Newly connected clients aren't informed about music change
Xsnake

Replies: 2
Views: 4173

PostForum: Fixed Bugs   Posted: Fri May 10, 2013 11:10 am   Subject: Newly connected clients aren't informed about music change
Not sure if this is a bug or a feature request, but if a client joins a map on which the music has been changed via the SetMusic() ACS function, they will still play the level default music (defined i ...
  Topic: Introducing "Castle of Hassle"
Xsnake

Replies: 16
Views: 14721

PostForum: Wad Editing   Posted: Thu May 09, 2013 4:05 pm   Subject: Introducing "Castle of Hassle"
http://xsnake.online.fr/wads/coh_screens/coh_title.jpg

* Description *

● "Castle of Hassle" lets you and your friends play through a set of chambers in a castle. Each chamber has ...
  Topic: Mirrored Polyobjects issue (Polyobj_RotateRight/Left)
Xsnake

Replies: 2
Views: 4559

PostForum: Rejected Bugs   Posted: Mon Apr 29, 2013 5:09 pm   Subject: Mirrored Polyobjects issue (Polyobj_RotateRight/Left)
The mirrored thing was indeed what caused the problem. It works now. Thanks!
  Topic: Mirrored Polyobjects issue (Polyobj_RotateRight/Left)
Xsnake

Replies: 2
Views: 4559

PostForum: Rejected Bugs   Posted: Tue Mar 12, 2013 2:43 pm   Subject: Mirrored Polyobjects issue (Polyobj_RotateRight/Left)
Hi,

I'm using PolyObjects to make doors by calling the two functions Polyobj_RotateRight and Polyobj_RotateLeft.
However, it seems once you've moved the Polyoject, you cannot move it again (even t ...
  Topic: ZDaemon Double-Domination map pack
Xsnake

Replies: 16
Views: 11939

PostForum: Wad Editing   Posted: Sun Dec 23, 2012 5:58 pm   Subject: ZDaemon Double-Domination map pack
Quite an amazing map here, Devi. Shocked Nice work!
This game definitely needs more maps like this Smile
  Topic: BFG blast not affecting teammates in TDM
Xsnake

Replies: 2
Views: 4073

PostForum: Rejected Bugs   Posted: Sun Nov 11, 2012 5:58 pm   Subject: BFG blast not affecting teammates in TDM
In Team Deathmatch, the bfg blast will not hurt teammates even if Teamdamage is set to a non-negative value.
A direct hit and all the other weapons (railgun, rocket explosion radius included) will ca ...
  Topic: [ACS] SetActorProperty on players
Xsnake

Replies: 1
Views: 2738

PostForum: Implemented Requests   Posted: Sun Sep 23, 2012 2:58 pm   Subject: [ACS] SetActorProperty on players
I was happy to read those lines in the changelog :

42. Implemented ACS support for the following properties of
Get/SetActorProperty:
APROP_Health, APROP_SpawnHealth, APROP_Speed,...
...
  Topic: Saving the game & Enter scripts
Xsnake

Replies: 2
Views: 4316

PostForum: Fixed Bugs   Posted: Sun Aug 19, 2012 7:29 pm   Subject: Saving the game & Enter scripts
Hello lads,

So it appears that when one tries to save the game in single player whereas there is still an Enter script running, the game will crash.

[url=http://speedy.sh/enBBT/examplewad-enters ...
  Topic: iu-part5 on ZDaemon 1.09
Xsnake

Replies: 3
Views: 4172

PostForum: Wad Editing   Posted: Mon Apr 09, 2012 12:48 pm   Subject: iu-part5 on ZDaemon 1.09
Here is a small update :

● Fixed some HOMs caused by Polyobjects.
● Fixed the map03 polyobject that caused the map to be unfinishable sometimes.
● Added some impassible lines fo ...
  Topic: iu-part5 on ZDaemon 1.09
Xsnake

Replies: 3
Views: 4172

PostForum: Wad Editing   Posted: Sat Feb 25, 2012 5:24 pm   Subject: iu-part5 on ZDaemon 1.09
Hey,

As I mentioned before, I've been working on iu again to make it compatible with 1.09. I've finally come to something playable (in single player mode) but I'd like to see if it works online. : ...
  Topic: FMM #020 - Invasion UAC
Xsnake

Replies: 12
Views: 7277

PostForum: Friday's Monster Mash   Posted: Mon Feb 20, 2012 10:16 pm   Subject: FMM #020 - Invasion UAC
Ron, it might be worth somebody checking through IU-part5 again to see how well it works on 1.09. I know HUDmessages are still not supported, but I don't think they're essential at any point?
I've b ...
  Topic: SetActivator function
Xsnake

Replies: 7
Views: 6600

PostForum: Implemented Requests   Posted: Sat Feb 18, 2012 8:50 pm   Subject: SetActivator function
Well, thanks for your help guys. I was wrong apparently Smile

However, I think this function (currently not known by ZDaemon it seems) would be useful to make all the clients run functions that only a ...
  Topic: SetActivator function
Xsnake

Replies: 7
Views: 6600

PostForum: Implemented Requests   Posted: Sat Feb 18, 2012 6:40 pm   Subject: SetActivator function
Hey,

I'm not sure this has been discussed before. In co-op/survival, if a player activates a script that contains delays and leaves before the script has ended, the script will stop causing the map ...
  Topic: ClearInventory()
Xsnake

Replies: 3
Views: 3949

PostForum: Fixed Bugs   Posted: Sat Feb 18, 2012 6:34 pm   Subject: ClearInventory()
Hey,

I've been trying to get iu-part5 working at 100% on ZDaemon lately and came across that bug.

The ClearInventory function works but when it's called twice in a row, the game will crash.

[ ...
  Topic: WNF #19 ZDECTFMP3 (with Instagib)
Xsnake

Replies: 2
Views: 3273

PostForum: Tuesday Night Flags   Posted: Wed Dec 21, 2011 9:55 pm   Subject: WNF #19 ZDECTFMP3 (with Instagib)
The "Old CTF compatibility" flag should be disabled or players will spawn outside some of the maps.
 
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