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Mr.Rocket

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  1. Love this port, someone please make a network model for this..
  2. Yeah, in coop of course. I like the concept where if you're in coop with bots, that the bots have helper dogs too. ;) A quick example: -opengl -iwad "E:\Doomports\IWADS\doom2.wad" +map MAP01 -skill 2 +addbot +addbot +addbot +dogs_cnt 6 +dogjump 1 +monkeys 1 -file dogs.wad This is adding 3 bots and 6 dogs in a sp/coop game, map01 of Doom2 via command line. The bots will attack the dogs and kill them likely before shooting monsters, since it seems the bots assume the dogs are monsters too. It's pretty heart breaking.. Could the bots assume that the MBF dogs are other players instead? Also since I bring this up, notice that adding 3 bots to the game from command line, I have to add +addbot 3 times while it's much easier to add 6 dogs with a single parameter (+dogs_cnt 6). It would be nice to have the same sort of parameter for the bots as well. eg (+bots_cnt 3) if that would be possible. Thanks
  3. Is there a command to keep Bots from killing MBF Dog helpers? If not, there needs to be, heh.
  4. Hi, I've downloaded the new 1.48.14 version from SF.net. But when I run the program it says its 1.48.12 (rev.1642) :\
  5. Sure, send me some $$$ and I'll get started. :P
  6. It's likely getting stuck due to the surrounding sector heights. If you wanna have a sort of arch kind of structure in front and behind the door, you'll want to make the door as it's own thing, in its own sector areas and not have the arch sectors actually touching the door, if you know what I mean. ;) ~ this will ensure that the door always works as expected.
  7. Well, I think G(ZDoom) is still a good source engine and people tend to like it, but I totally agree, it depends on what you're trying to capture, if it's an original feel, Choco is the one. I've been digg'n the new Managed Doom port lately too! DosBox Doom works pretty well too if you have some preconfigured confs and a quick way to launch them, created on launch time etc. Anyway, going back to OP. I think the main reason would be map development, aside of casual play, but that kind of goes for most source ports (I suppose). I tend to play them all, but not all the time..
  8. Could possibly have a translucent 3d floor slightly above a reflective flat surface? ~ the 3dfloor could also float/bob.
  9. I think that most people and or mappers that chose different ports is specific to the map they plan on making, at least in a lot of a cases. ~ and a good chunk of the community are mappers. Edit: Even though the above makes since, almost.. I was somewhat drunk when I typed that last night.. :P Either way, even Romero decided to use GZ for map making recently, from what I recall.
  10. I haven't downloaded it from there, either way, it shouldn't be that complicated to edit or at least look at a wad, i'm getting the impression that the archive is possibly corrupt?
  11. Are you trying to access the wad with Slade while it's still compressed? ~ only reason I'd figure it would give an access denied..
  12. It's hard to comment without looking at the map myself, but you might try checking all that has recently been added. I'd start with checking all the vertices and making sure nothing is over lapping, eg see if everything is actually connected. Requires moving each new vert one by one and making sure all sectors are closed.
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