Jump to content

sirjuddington

Members
  • Posts

    1459
  • Joined

  • Last visited

About sirjuddington

  • Rank
    Slade doesn't mean what it used to
    Senior Member

Recent Profile Visitors

2229 profile views
  1. There was an issue where the 'Run' configuration from the map editor would not warp to the map, but that should be fixed in SLADE 3.2.4, so try updating to that
  2. That looks like some kind of driver issue, not sure what else would cause it, possibly wxWidgets related also. Not sure there's much I can do about it, especially since I can't reproduce it anywhere. Is there a spec for it anywhere? Shouldn't be too hard to add. Yeah it'll be fixed before 3.2.0 is released, personally I haven't looked at it much yet (was implemented by Gez and did work originally) but hopefully it's a simple enough fix.
  3. Bit of a bump, but SLADE v3.1.13 is released, along with 3.2.0 beta 3 See the website for details and downloads
  4. Heh:

    var sides = slade.map.sidedefs;
    for (var i = 0; i < sides.length; i++) {
        if (sides[i].stringProperty("texturemiddle") != "-")
    		sides[i].setStringProperty("texturemiddle", "AASHITTY");
        if (sides[i].stringProperty("texturetop") != "-")
    		sides[i].setStringProperty("texturetop", "AASHITTY");
        if (sides[i].stringProperty("texturebottom") != "-")
    		sides[i].setStringProperty("texturebottom", "AASHITTY");
    }
    
    var sectors = slade.map.sectors;
    for (var i = 0; i < sectors.length; i++) {
        sectors[i].setStringProperty("textureceiling", "SLIME09");
        sectors[i].setStringProperty("texturefloor", "SLIME09");
    }

    ss01.thumb.png.ac23e60a0d8096b640b1c4693597ba3f.png

    1. Show previous comments  1 more
    2. Ichor

      Ichor

      Needs more red.

    3. Memfis

      Memfis

      it actually looks pretty good thanks to the lighting. i can imagine seeing an area like this in a serious level.

    4. Aquanet

      Aquanet

      "Welcome to McDonald's"

  5. Sandy Petersen recently took to Reddit to answer a bunch of questions in an AMA (Ask Me Anything). While a majority of the questions and answers were not Doom related, a few interesting tidbits about Doom development were brought up, which are summarised below: His level design process: Start with a sketch on paper, then come up with a theme (eg. exploding barrels, traps, house blueprints) Mostly focused on the single player aspect of maps; other members of id were more focused on multiplayer. Enjoyed experimenting and pushing the limits of the engine. Carmack would then have to change the engine to accommodate because the other designers would begin to push things too. Example: large outdoor "city" maps. Barrels 'o Fun was fun to think up, and took a lot of setting up and testing to pull off. "Downtown" was the map that inspired the other designers to make more open "city" map layouts. The buildings are based on the layout of the id office building at the time, which "looked like Satan's Rubix Cube". If more time was available during Doom development, he would have liked to incorporate a game mode with both monsters and deathmatch. Favourite Sandy map: Downtown. Favourite non-Sandy map: E1M1. id hired a sound guy to do all the sounds for Doom. The Mancubus sounds are pig noises. Didn't enjoy Doom 3; "it basically killed Doom for me". Hearing good things about the new Doom game. E2M9 is designed to be best played from a pistol start. It was also his favourite map design-wise. In-house id level editors were generally not finished until the game was done. During development they were constantly in a state of flux.
  6. Seems it's birthday season or something, and mine is no exception. Only three more lifetimes and I'll be 100!

    1. Show previous comments  3 more
    2. Remilia Scarlet
    3. Technician

      Technician

      I think we need a sub forums in morons for birthdays.

      Oh, yeah and Birthday.

    4. Kirby

      Kirby

      A birthday subforum? Hmmmmm, seems a bit crass doesn't it?

      Happy Birthday!

  7. Figured this was probably the most appropriate place to post this so yeah.

    After a good 8 or so months I've updated my website (http://mancubus.net/~slayer), about a cool little game I'm working on. Basically it's a clone of the old game Terminal Velocity. Anyway, read about it there and check out the screenshots :P

    In case anyone was wondering about SLADE, well I haven't worked on it for a while, but what I've learned from this latest project should help a lot with slopes support in SLADE. Might even get some sort of heightmap feature in SLADE sometime, you never know ;)

    1. Show previous comments  3 more
    2. Fletcher`

      Fletcher`

      TV <3

      What are you using to make the ship models?

    3. Thunder_Owl

      Thunder_Owl

      Can I ask please about this old topic, about possible "Terminal Velocity clone? Link from 2005 is not working, and even Wayback Machine somehow didn't help. I have "a thing" for aerial shooters, since "TV", so, while doing regular search for possible such games - I got here. Thanks in advance for any info on this!

    4. sirjuddington

      sirjuddington

      Oh wow this is a blast from the past :P

       

      The game was never anywhere near finished, but you can download what I got done here: http://sirjuddington.net/index.php?s=dev&p=velocity

×
×
  • Create New...