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Mr.Rocket

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Username
Mr.Rocket
Joined
2009 Jun 9
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74
Last Active
Feb 23, 17:18
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  • You know.. I just thought of something. This doesn't explain why doomsday-server isn't working on my other computer, it's even a different o/s.. Will investigate.. EDIT: hmm.. It didn't work after resetting the firewall on my other pc like …
  • No worries deus-ex, it was my Windows10 firewall, but the thing is in which I checked and was already allowed and yet still had an issue. When I thought it was the doomsday-server.exe after that point, it was still really an issue with my firewall..…
  • Arg, after all that double checking the commands etc it turns out: It seems that after resetting my firewall and re-allowing the app doomsday-server, the problem went away. But this wasn't just allowing an app through the firewall like any other…
  • Well here's this but the only way I could get the doomsday.out to write was by adding -game doom2.wad instead of just -game doom2. My doom2 iwad is located in the bin directory. Application path: C:\Doomports\de\bin\doomsday-server.exe Version: …
  • Hi, Ok this is really strange.. When before I re-installed Windows (I'm on Win10 pro 64bit) everything worked. Using doomsday-server.exe at command line via batch file. But now, no matter what I do, doomsday-server doesn't seem to work. Wit…
  • The "Now Entering the Dungeons" intermission screen. for Heretic. I've noticed this sort of thing with Doom2 for map07, in multiplayer mode its text screen doesn't show, which is fine. Although it only shows black, if you wait for about 30 second…
  • Hi, Just been checking out some of the videos so far and I must say these models are looking really nice you guys! Keep up the awesome work! Cheers
  • So it doesn't require the server-game-episode command for Doom2 when using mapcycle?
  • Ok, I haven't tested yet, but I'm assuming something like this for setting up with Doom2: server-game-episode 1 server-game-mapcycle "F:20 04" Would be map04 with a fraglimit of 20 in Doom2? Or... server-game-episode 1 server-game-map MAP04 s…
  • Ok cool! And... I have another question. Is there a time limit and frag limit? Thanks!
  • Ah, I see.. sorry I should have replied earlier, yeah server-password needs to be there for server-public to work at all, all good though, cool! I had an idea about the game menu, or maybe it's a request. Say you go in the game menu and then…
  • Ah I ran into another problem, sorry. Ok so I'm hosting through doomsday-server.exe and cfg above. Well I have it set to server-public 1 and the port is forwarded. ,.I had it hosted through DoomsdayShell last night and it broadcasted then.. but …
  • Shweet! That did it! net-ip-port 13209 server-game-deathmatch 2 server-game-episode 1 server-game-map MAP07 server-name "Super Awesome DM Game!" server-game-skill 3 server-info "Free Popcorn" server-player-limit 4 server-public 1 This ne…
  • skyjake wrote: » When it comes to the starting map, check out this post: http://talk.dengine.net/discussion/comment/16353/#Comment_16353 Using doomsday-server.exe with batch file saying: doomsday-server -game doom2 -p autoexec.cfg It's…
  • Hi, To add to the above post, this MAP/level change issue only has to do with the doomsday-server.exe. The Doomsday shell seems to work fine however. Also the only way I can join a game I have hosted through doomsday shell is by using a doomsd…
  • Actually yes that helps heh, thanks for updating the readme! It seemed like there was a lot of stuff missing. However, I still have an issue, mainly with the doomsday-server.exe.. It's like no matter what I do, it won't host past map01 in Doom2.…
  • Hmm, Strange. If I run the original Doom2.exe via Dos Box and Doomsday side by side, they look the same. Chocolate Doom and Prboom looks the same also. But pretty much all other source engines look a little different/taller aspect. Although the FO…
  • Hi, Okay thanks! I'll have to add the command to the server console. Aside from this not needing to be a feature request then, I have a new request: 1. Could DE at some point have a /getwad feature added? ~ or at least something like it. 2.…
  • Hi, I haven't looked to see if this has already been a feature request, but I'd like to request that multiplayer "deathmatch" could have a no exit flag or maybe a server-game-noexit 1 added. Thanks
  • Hey, That pretty much explains animated flats and how to manage them afaict.. At the current time on the side of using a material script for effect than using frame by frame the oldie way.. But the new in development version will end up as a smoo…
  • Hah, that's what I was doing as well.. 16 images with only numbers in the texture image. :P ~ writing script now..
  • It's been a while, but I'm thinking they might need to be labeled as "FLAT" also, or at least start with an F_? I'm looking into it now.
  • And you have all these extra 12 frame "images" in location? Besides the original frame names? eg: NUKAGE1,NUKAGE2,NUKAGE3, and NUKAGE4. As far as I can tell, each stage expects 3 extra "new" frame images. ~ besides the originals. I may be wrong…
  • Quick couple of questions: I'm guessing you're running the newest DE build? Also are you running any other addons aside from currently testing your hi-res flat animation?
  • @Gary, well for heavens sake, I'll always try to find a way to allow for what ever is going on in game and think about what limitations there needs to be to allow more breathing room, something to take in mind.. what if there are several animations …
  • Gary you totally miss the point, and totally misunderstood what I was saying, sorry.. Unless of course you were in reply to someone else? ~ which wouldn't make sense either. The question has to do with frame animation (and how many), via material…
  • Woah! there has to be some, limit, maybe? At least 256 frames maybe? ~ script stages? or frame limit? This of course just my opinion, but anymore frames than that would tend to get a bit redundant? I can understand more frames or stage effec…
  • Okay I see, thanks Vermil.
  • Hey, Yes, and yes. I know gzdoom supports brightmaps, I made a map a few years ago, never released however (a small project we were working on at teamhellspawn) that had many brightmaps. ~ they can look pretty neat if used right! Yeah, Danij…
  • Hmm, yeah I see it may only have to do with the base texture, in this case lava or slime flat. Although I was thinking of (tech4 engine materials again) where I'd have control over a brightmap kind of effect. At the moment though, in DE it seems…