Message Boards

 Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - XDelusion

Pages: 1 [2] 3 4 5
16

General Discussion / Re: 32bpp color mode

« on: March 23, 2013, 16:17:41 »
Correct me if I am wrong but will this allow me to replace my old textures with the 256 color palette limit with textures with more than 256 colors? If so, how do I load them into my pWAD so that they will show up in Odamex as intended rather then being all black? Seems the only way to make it display (that I can find) is to convert them to my custom 256 color paltte.
17
So I decided to run a test. I replaced one of my textures with the 256 color palette applied to it, with one that still had all of it's colors. The problem is though, that unless I convert apply the palette to the image, it only shows up as black in this version of Odamex.

 For the note, I made sure to go into the settings and turn 32 bit color support on.
18
Ralphis tipped me off with a couple of cool images last night in IRC. Then I awake to a direct link to a Windows binary that I can beta test with!

Exciting times! Thanks! :)
19
Just wondering cause that would be great! ;)
20

Maps, Wads and Mods / Re: Dsdoom3

« on: March 06, 2013, 21:55:03 »
Indeed, you've got my attention!
21

Technical Support / Re: Any Plans for TERRAIN Support?

« on: March 05, 2013, 20:11:45 »
Well I'm glad you guys look at this that way. As developers, you guys come across as very friendly and I respect that very much, so thank you!

22

Technical Support / Re: Any Plans for TERRAIN Support?

« on: March 05, 2013, 00:45:25 »
Sure thing. I didn't want to fill up your bug tracker with requests, but if you insist. :)
23

Technical Support / Re: Texture Max Width Height?

« on: March 05, 2013, 00:44:07 »
Thankx!

Ironically I was listening to Eazy E just today. :)
24

Technical Support / Texture Max Width Height?

« on: March 03, 2013, 09:33:46 »
What is the maximum width and height that I can apply to my textures?
25
I see she's already got an eye for lighting detail, very cool! I think she may be a natural. :)
26

Technical Support / Any Plans for TERRAIN Support?

« on: February 15, 2013, 14:33:05 »
Just wondering? It appears to be an older ZDOOM feature so I was wondering if there were any plans to support it in future releases?
27

General Discussion / Re: PS3 DOOM ODamex?

« on: February 13, 2013, 16:27:18 »
 You can do what some of us used to do back in the Dreamcast days and just find someone who you trust and who would be willing to work on the port if you buy and pay to ship the needed hardware to them.

 In my experience, money talks. I can't tell you how many people I've convinced to port things because I offered to buy the hardware for them. :)
28
I know, he's kinda creepy, ever since that one time he tried to lure me into an unmarked van with candy, I've been leery. :)

I don't blame him, it seems to me that a huge chunk of the DOOM community isn't totally clear as to what all Odamex offers and does not offer. I know there is info in the FEATURES link on this page, but even that is kind of vague if you consider what all the engine can pull off, and what you should not expect to be able to pull off, I.E. many of the the THING features such as those found (don't mean to sound like a broken record, but...)Darkest Hour's ACS as well as those mentioned in my other posting below this one.


 Anyhow, I did have some luck with this! See I'm some what of a DOOM in Hexen mode virgin. I have some experience from a few years back when I was playing with GzDOOM, but have since been working with PrBOOM and PrBOOM plus for the most part, so I'm alien to many of ZDOOM's features.
 What I discovered is that now I can TAG THINGS! So I can tag an Imp with a  1, and tell the THING to lift a ceiling. Then I just have to TAG a SECTOR with 1, give it the ground's height, and boom, everything resolved, no ACS needed!

 VERY VERY VERY VERY VERY COOL!!!!! I'm happy!
29
Alright, I re-read what Graf Zahl told me and what the exact issue is is that Keen works fine, but you can no longer transfer his code pointer to an enemy.

That being so I was looking for an ACS based solution, but now that I'm typing this, I have one other trick with Bex that I'd like to try out. I just though, if I simply lend one of the enemy's action frames to Keen, thus keeping Keen as Keen, Death Frame and all, then everything should transfer and work, the only down side then will be that I can only have one enemy type that carries the Keen Code Pointer which kind of goes against my master plan.

 Oh well, if I can just have one Keen that walks, attacks, and has an association with Tag 666, then I'll get by, but having the ability to use ACS in relation to any enemy on any level would rock. Odamex is really awesome till it comes to working with weapons and enemies, then it's like 1999 all over again, still yet, I'm having fun trying to make Bex do neat things, I just wish it wasn't broken. :)
30
How in the heck...

Hold on, I got an a appointment I got to be at, will check into this further when I get home.

For some reason everything worked fine for me when editing in DOOM mode, but once I converted my map set over to HEXEN mode, all the Keen's stopped working on me and someone in a forum had told me Keen support was broken in early renditions of ZDOOM.

Again, I'll recheck all this when I get home, thanks!!!
Pages: 1 [2] 3 4 5