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  1. DooMAD

    Abandoned project

    I started a map a while back but I doubt I'm ever going to get round to finishing it. I've got a big stack of projects that I'd like to finish, so I'm trying to prioritise things a bit and dumping the projects that don't appear to be going anywhere. I'll post up what little there is in case...
  2. DooMAD

    Texture1 / Texture2

    There's a thread here where someone managed to get it working in Vista. Hope that helps.
  3. DooMAD

    Texture1 / Texture2

    Yes, I did that when importing the first texture and all was well. But it started going wrong when I went back to add a second new texture and didn't realise I'd have to rename the TEXTURE2 lump or XWE would overwrite TEXTURE1 without asking. Asking to add full support on the XWE forum now...
  4. DooMAD

    Texture1 / Texture2

    Thanks for that, got it working now. It's kind of a pain in the arse, but I guess I'll get used to it after a while.
  5. DooMAD

    Texture1 / Texture2

    I've never been a fan of XWE (that's putting it mildly) and much prefer WinTex, but that also seems to break it.
  6. DooMAD

    Texture1 / Texture2

    I've already successfully added a texture to my WAD and everything works fine. But when I try adding another new texture it screws up and I get a P_InitiPicAnims: bad cycle from GFALL1 to GFALL4 error. I notice XWE adds a new TEXTURE1 lump when I add new entries. Is there not supposed to be a...
  7. DooMAD

    Mech-Wars

    If anyone is a fan of free online browser-based games, check out Mech-Wars. It's a real-time strategy game where you build up an army of giant killer mechs and send them off to kill other players. Fun stuff. I used to play it with friends back when I was in college, ages ago. After a while...
  8. DooMAD

    Linedef Type 65 - Bridge Thinker: what is this?

    So it can't be used in the current version? Would come in handy for a map I'm working on, as I was going to look at scripting that sort of effect. A linetype would obviously be alot easier, heh.
  9. DooMAD

    SRB2 Chaos Domain - Version 2.0 - W.I.P

    Liking the custom palette and good use of colour.
  10. DooMAD

    Teleport?

    Ah, Linetype 412 is what I'm looking for, cheers.
  11. DooMAD

    Teleport?

    Does SRB2 still have an equivalent to Boom's Line-Line silent teleport (linetype 244 in Doom/Boom)? I had this crazy idea I'd like to try, but can't find any info on the wiki. There's a Teleport disambiguation page but it appears to be deprecated as that linetype is a FOF now.
  12. DooMAD

    Eggman's Elementar Island (Download Link!)

    Liking the 'Tropical Cascades Zone'. My only suggestion would be a different texture for the tree trunks so they stand out from the walls more. 'Inferno Core Zone' and 'Digital Universe Zone' are too much of just one colour. They could benefit from a bit more contrast.
  13. DooMAD

    Favorite and worst sonic game

    Sonic 2 or Sonic 3 + S&K are my favourites. Sonic Spinball was dire. I've still yet to play Sonic CD, so I'm probably missing out there as everyone seems to rate it highly.
  14. DooMAD

    Vertical texture offset with lower unpegged

    Ah, okay. Thanks. I had a suspicion that might be the case. For the most part, I'll probably just take the lazy way out and change the height of the sectors to multiples of 128 so that the default texture fits naturally, heh. Then save the FOF trick for trick for situations where it's really...
  15. DooMAD

    Vertical texture offset with lower unpegged

    So I've just started messing about with SRB2 editing after numerous years of mapping for Doom. I notice a common theme in maps of using GFZGRASS as a middle texture along the edges of sectors. The only problem being that the linedefs all need to be lower unpegged to stop the grass texture...
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