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Reputation: 41 I have a solid reputation
Group:
Members
Active Posts:
485 (0.37 per day)
Most Active In:
Bug reports & "help me" threads (207 posts)
Joined:
02-October 15
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6,011
Last Active:
User is offline Yesterday, 11:03 AM
Currently:
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My Information

Age:
31 years old
Birthday:
December 7, 1987
Gender:
Male Male

Contact Information

E-mail:
Click here to e-mail me

Posts I've Made

  1. In Topic: CON coding problems.

    18 April 2019 - 02:22 PM

    New problem detected.

    I have a clipdist problem with the BOSS. I would like to set a weak clipdist (value of 40 for example), so that they can be narrowed without problem and a higher clipdist (80) to prevent them from walking in narrow passages.

    This problem goes back several months and I have not always thought about how to solve this problem.
  2. In Topic: CON coding problems.

    18 April 2019 - 02:10 PM

    The "LIZMANSTAUPUT" and the "BOSS1STAYPUT" is fixed.

    They were as "actor" and were invincible. Changed to "useractor"
  3. In Topic: Original GAME.CON fixes

    15 April 2019 - 04:51 AM

    I have a question that comes to my mind, compared to Eduke32 versions. How is it that the latest version of the beginning of April, does not support large images for Mapster32?
  4. In Topic: Original GAME.CON fixes

    15 April 2019 - 04:48 AM

    View PostFirefly_Trooper, on 13 April 2019 - 04:46 PM, said:

    Hi Darkus!

    I managed to completely remove the hard coded blood (jibs6) , when a frozen enemy is destroyed.
    I do not know if you wanted to do that in your work.


    I answer to myself, which does not make sense lol.

    I managed the code, but halfway. It only works for all added enemies and not the enemies of the original game. I will have to repeat tests.
  5. In Topic: Original GAME.CON fixes

    13 April 2019 - 04:46 PM

    Hi Darkus!

    I managed to completely remove the hard coded blood (jibs6) , when a frozen enemy is destroyed.
    I do not know if you wanted to do that in your work.

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