Zombie HORDE - The mappack project! (11 / r27) 14/12/2015
RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
Because UDMF is text-based, the PK3 compression algorithm is doing a lot on it. Next time you post a map in UDMF, please put it into pk3 (just create a zip, put the file in and rename zip to pk3) and upload it. The filesize difference is very noticeable.
Tested on your map. 14 208 461 bytes went down to 4 725 506 bytes (66% of size down).
Tested on your map. 14 208 461 bytes went down to 4 725 506 bytes (66% of size down).
Last edited by Klofkac on Tue Mar 25, 2014 2:22 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
Thanks for the tip! (But it will get trown in a PK3 later anyway (Testpack/Mapack = PK3))
Edit:
WAD = 13,5MB
PK3 = 4,53MB
Edit2:
Serverstatus: UP, Zombie Horde ZE27 testserver !!!NEW VERSION!!!
Well guys I probably need some help
These codes work fine in SinglePlayer, but when I play them on a Best-Ever server the server will crash! Anybody suggestions what's wrong?
EDIT3:
Working version online!
Get new file in the ZE27 post.
Edit:
WAD = 13,5MB
PK3 = 4,53MB
Edit2:
Serverstatus: UP, Zombie Horde ZE27 testserver !!!NEW VERSION!!!
Well guys I probably need some help
Code: Select all
Script 47 (void)
{
SetActivator(-1);
delay(1);
SetFont("Stiffartifactfont");
HudMessageBold(d:artifacts; HUDMSG_PLAIN, 0, CR_White, 0.0, 0.0, 0.1);
Restart;
}
EDIT3:
Working version online!
Get new file in the ZE27 post.
Last edited by Stiff on Tue Mar 25, 2014 4:02 pm, edited 1 time in total.
Stiffstuff
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
- ibm5155
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
I don't like scripts that restart, and
I would do this...
Script 47 (void)
{
SetActivator(-1);
do{
delay(1);
SetFont("Stiffartifactfont");
HudMessageBold(d:artifacts; HUDMSG_PLAIN, 0, CR_White, 0.0, 0.0, 0.1);
}while(true);
}
And thanks xsnake for the zm09 update even if there wasn't fixed the zero division
and with that I could get some interesting numbers.
>average of 6 players plays zm09
>average of 1 player spectate or disconnect on zm09
>people wrong more the code than make the right code
>people most of the time make 0% right code (so i should add another event without ghouls to make they come less)
>50% of the time there'll be no ghouls on the map (I'm going to high this number to 60 or even 80% of the time)
>SoulSphere appears too much
with that I can balance the map without requiring to run each map online D:
I would do this...
Script 47 (void)
{
SetActivator(-1);
do{
delay(1);
SetFont("Stiffartifactfont");
HudMessageBold(d:artifacts; HUDMSG_PLAIN, 0, CR_White, 0.0, 0.0, 0.1);
}while(true);
}
And thanks xsnake for the zm09 update even if there wasn't fixed the zero division

and with that I could get some interesting numbers.
>average of 6 players plays zm09
>average of 1 player spectate or disconnect on zm09
>people wrong more the code than make the right code
>people most of the time make 0% right code (so i should add another event without ghouls to make they come less)
>50% of the time there'll be no ghouls on the map (I'm going to high this number to 60 or even 80% of the time)
>SoulSphere appears too much
with that I can balance the map without requiring to run each map online D:
Last edited by ibm5155 on Tue Mar 25, 2014 5:00 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
ZE27 - LAVA TEMPLE
It's there, the LAVA TEMPLE map by stiff.
After alot of work it's finally here, fresh and clean.
Caves, rocks, ice, marble and lava
All those elements are inside this map, to give you a new impression every minute you play.
Infinite replayability
The world is quite big, there are much ways to complete the map and enough different places to camp.
Linear and Unlinear
This map is both, do you like exploring, than go look everywere in the map.
The map is big enough to hold you busy for some minutes.
Do you like the standart linear stuff, than you just follow the path and defend the resists, wich will be very handy too!
Secrets
This map wouldn't be a stiffmap if it didn't contain some secrets, there are 6 big secrets wich include a small present!
But there are like 25 small secrets with only a grenade, shortcut or just for the fun.
Jump and Run
This map contains some nice parcours to make your escape ways more enjoyable, from icesliding to crushing stones.
Clock ain't ticking
Yea the average time for this map is around 6 minutes for 1 round!
But you definately don't have to be bored within those 6 minutes.
Link: http://sickedwick.net/uploader/files/STIFFMAPZE27N1.wad
Screenshots:
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
[spoiler]
[/spoiler]
Other information:
[spoiler]Mapname: Stijfje - Lava Temple
Mapnumber: ZE27
Mapformat: Skulltag - Doom in UDMF
Filesize WAD: 13,5MB
Filesize PK3: 4,4MB
Tested with the following recources:
- Zh-Beta27.pk3
- Zh-Mappack10.pk3
- Zh-Testpack_R16.pk3
- Skulltag Data & Actors
Contains the following stuff:
Textures:
- GRIM_S +
- GRIM_W +
- GRIM_B +
- GRIM_E +
- GRIM_N +
- GRIM_T +
- STICARPT
- STIFWOOD
- BOOMPICT
- STIFIRE1 *
- STIFIRE2 *
- STIFIRE3 *
- STIFIRE4 *
* These textures are 1 animation
+ These textures are 1 skybox
Sprites:
- ARTIFAC1
- ARTIFAC2
- ARTIFAC3
- ARTIFAC4
- CROWA0
- CROWB0
- XRTIA0
- LEVERIC1
- LEVERIC2
- LEVERIC3
- LEVERIC4
Music:
- D_STIFFQ
Sounds:
- LEVERSND
- ARTIFACS
Decorate items:
- Crowbar, you can get a jacksgun in a crate with it
- Artifact, decoration
Fonts:
- STIFONT1
- STIFONT2[/spoiler]
! WARNING !
[spoiler]This map is very heavy, I really recommend a good processor for it.
Tested on: AMD PHENOM II X6 T1045 2,7GHZ (1920x1080, OpenGL on)
Minimum FPS: 35
Average FPS: 78
This map will be tested on an INTEL CORE 2 DUO 2,8GHZ soon.[/spoiler]
I already had some nice and usefull reviews on the testserver, but an opinion is always nice!
Xsnake, please test the map too and maybe it's worth the testpack.
It's there, the LAVA TEMPLE map by stiff.
After alot of work it's finally here, fresh and clean.
Caves, rocks, ice, marble and lava
All those elements are inside this map, to give you a new impression every minute you play.
Infinite replayability
The world is quite big, there are much ways to complete the map and enough different places to camp.
Linear and Unlinear
This map is both, do you like exploring, than go look everywere in the map.
The map is big enough to hold you busy for some minutes.
Do you like the standart linear stuff, than you just follow the path and defend the resists, wich will be very handy too!
Secrets
This map wouldn't be a stiffmap if it didn't contain some secrets, there are 6 big secrets wich include a small present!
But there are like 25 small secrets with only a grenade, shortcut or just for the fun.
Jump and Run
This map contains some nice parcours to make your escape ways more enjoyable, from icesliding to crushing stones.
Clock ain't ticking
Yea the average time for this map is around 6 minutes for 1 round!
But you definately don't have to be bored within those 6 minutes.
Link: http://sickedwick.net/uploader/files/STIFFMAPZE27N1.wad
Screenshots:
[spoiler]

[spoiler]

[spoiler]

[spoiler]

[spoiler]

Other information:
[spoiler]Mapname: Stijfje - Lava Temple
Mapnumber: ZE27
Mapformat: Skulltag - Doom in UDMF
Filesize WAD: 13,5MB
Filesize PK3: 4,4MB
Tested with the following recources:
- Zh-Beta27.pk3
- Zh-Mappack10.pk3
- Zh-Testpack_R16.pk3
- Skulltag Data & Actors
Contains the following stuff:
Textures:
- GRIM_S +
- GRIM_W +
- GRIM_B +
- GRIM_E +
- GRIM_N +
- GRIM_T +
- STICARPT
- STIFWOOD
- BOOMPICT
- STIFIRE1 *
- STIFIRE2 *
- STIFIRE3 *
- STIFIRE4 *
* These textures are 1 animation
+ These textures are 1 skybox
Sprites:
- ARTIFAC1
- ARTIFAC2
- ARTIFAC3
- ARTIFAC4
- CROWA0
- CROWB0
- XRTIA0
- LEVERIC1
- LEVERIC2
- LEVERIC3
- LEVERIC4
Music:
- D_STIFFQ
Sounds:
- LEVERSND
- ARTIFACS
Decorate items:
- Crowbar, you can get a jacksgun in a crate with it
- Artifact, decoration
Fonts:
- STIFONT1
- STIFONT2[/spoiler]
! WARNING !
[spoiler]This map is very heavy, I really recommend a good processor for it.
Tested on: AMD PHENOM II X6 T1045 2,7GHZ (1920x1080, OpenGL on)
Minimum FPS: 35
Average FPS: 78
This map will be tested on an INTEL CORE 2 DUO 2,8GHZ soon.[/spoiler]
I already had some nice and usefull reviews on the testserver, but an opinion is always nice!
Xsnake, please test the map too and maybe it's worth the testpack.
Last edited by Stiff on Wed Mar 26, 2014 4:31 pm, edited 1 time in total.
Stiffstuff
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
- ibm5155
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
1080p? pfff
I played almost all the time zh at 1024x768 with an intel hd3000 for a long time '--'
I played almost all the time zh at 1024x768 with an intel hd3000 for a long time '--'
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
I haven't tested this yet but from what I've seen, this will likely get included.Stiff wrote: ZE27 - LAVA TEMPLE
IBM & Niiro Kitsune : Do you have any update of your maps ?
RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
It is GPU which matters much more for this.Stiff wrote: ! WARNING !
[spoiler]This map is very heavy, I really recommend a good processor for it.
Tested on: AMD PHENOM II X6 T1045 2,7GHZ (1920x1080, OpenGL on)
Minimum FPS: 35
Average FPS: 78
This map will be tested on an INTEL CORE 2 DUO 2,8GHZ soon.[/spoiler]
Last edited by Klofkac on Thu Mar 27, 2014 2:54 pm, edited 1 time in total.
𝕂𝕝𝕠𝕗𝕜𝕒𝕔
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
Well not really, at the moment I use a R9 270 2GB and not much weeks ago I used a HD5450 1GB (wich is ways and ways badder). I have around the same FPS on both cards. :IKlofkac wrote:It is GPU which matters much more for this.Stiff wrote: ! WARNING !
[spoiler]This map is very heavy, I really recommend a good processor for it.
Tested on: AMD PHENOM II X6 T1045 2,7GHZ (1920x1080, OpenGL on)
Minimum FPS: 35
Average FPS: 78
This map will be tested on an INTEL CORE 2 DUO 2,8GHZ soon.[/spoiler]
Last edited by Stiff on Thu Mar 27, 2014 4:33 pm, edited 1 time in total.
Stiffstuff
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
Zombie Horde:
> ZE14 - Jailbreak PART 1 (Done) (Upcomming update)
> ZM14 - Jailbreak PART 2 (Done)
> ZE19 - Total Destruction PART 1 (Done) (Upcomming update)
> ZE25 - Total Destruction PART 2 (Done)
> ZEXX - Total Destruction PART 3 (Deprecated)
> ZE27 - Lava Temple (Done) (Upcomming update)
- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
I'm currently out of town but yes I have an update that I will upload tomorrowXsnake wrote:
IBM & Niiro Kitsune : Do you have any update of your maps ?
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps
~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip) screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad
私はアメリカで生まれた
この世界のままにしておくと、それは思ったほど怖いではない
current maps
~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip) screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad
私はアメリカで生まれた
この世界のままにしておくと、それは思ったほど怖いではない
RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
Torr fix your rendering.Stiff wrote: Well not really, at the moment I use a R9 270 2GB and not much weeks ago I used a HD5450 1GB (wich is ways and ways badder). I have around the same FPS on both cards. :I
You can say good bye to your thread. Cause i am killing it.
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
Xsnake i have an important question!
Since it doesn't seem before as i got an answer about this, i'll ask it again: am i allowed to use the script in ZH that shows the achievement menu, for my achievement mod for doom? I will partially modify the script. (You will be put in my credits for the original of course.)
Thanks!
Since it doesn't seem before as i got an answer about this, i'll ask it again: am i allowed to use the script in ZH that shows the achievement menu, for my achievement mod for doom? I will partially modify the script. (You will be put in my credits for the original of course.)
Thanks!
Last edited by Vincent(PDP) on Thu Mar 27, 2014 11:49 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
Well, you didn't ask for my permission when you used ZH's admin library (without even crediting me, afaik), so why do you ask now ?Vincent(PDP) wrote: Xsnake i have an important question!
Since it doesn't seem before as i got an answer about this, i'll ask it again: am i allowed to use the script in ZH that shows the achievement menu, for my achievement mod for doom? I will partially modify the script. (You will be put in my credits for the original of course.)
Thanks!
- Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
Here you have a whole novel to read, Xsnake :)
I made an admin mod, yes, but i HAVEN'T USED any of your code, i made it all myself. Anyway i am putting you in the credits if i can use your achievement script for viewing achvs in pages.
Oh, and i also found this:
[spoiler]
[/spoiler]
Anyway, hope you'll allow me... Thank you, thank you, thank you :)
Admin?? Not admin, the achievement library, i haven't used your ADMIN library...Xsnake wrote: Well, you didn't ask for my permission when you used ZH's admin library (without even crediting me, afaik), so why do you ask now ?
And i DID ask about the ach library...Vincent(PDP) wrote: Okay. :(
But can i use a little bit of your Code from the ZH Achievements? I just want to use the Code for showing the achievements in pages... -And if you allow me: I'll make sure that your name is listed in the credits :3.
And one more thing:
I noticed that the Achievements actually do get saved, but not for yourself if you're Hosting the server... If anyone have a solution, please Contact me...
I made an admin mod, yes, but i HAVEN'T USED any of your code, i made it all myself. Anyway i am putting you in the credits if i can use your achievement script for viewing achvs in pages.
Oh, and i also found this:
[spoiler]

Anyway, hope you'll allow me... Thank you, thank you, thank you :)
Last edited by Vincent(PDP) on Fri Mar 28, 2014 9:54 pm, edited 1 time in total.
RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
Vincent(PDP) wrote: I made an admin mod, yes, but i HAVEN'T USED any of your code, i made it all myself.
Spoiler: (Open)
Spoiler: (Open)
I doubt any rational person would believe that. Why aren't your sources available then ?
Also, next time you try to steal other people's work, make it look really different and don't just change the messages offsets or fonts.
IBM, did you fix the rain issue in your map ?
RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
He just has to fix his actor name and the spawncode in his rain script. Nothing too difficult i suppose.
screens of Canyon Run, partially because i'm very bored at the moment.
screens of Canyon Run, partially because i'm very bored at the moment.
Spoiler: hopefully this helps enough with the navigation problem (Open)
Spoiler: made this resist smaller to hopefully fix its balance (Open)
Spoiler: fit the lower part with the upper part to remove teleport_nofog and to make the brown rock walkable (Open)
Spoiler: no more stalagmite jumping *happy cheering*. Also look at that beautiful hom. That part is also smaller for balance (Open)
Spoiler: a lift without any explanation how to activate it. Good luck. (Open)
Spoiler: I have no idea how to fill this (Open)
Spoiler: panic room. In case you managed to get up with the lift you still need security from the collapsion (Open)
Spoiler: i'm sure nobody will notice that. Also, if you remember the old canyon run you will probably remember that and its purpose... (Open)
Last edited by Fused on Sat Mar 29, 2014 1:32 pm, edited 1 time in total.
- ibm5155
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
Yes, I'll post today the fix that fused explosion thing...
Also, the map update too with no more zero division.
OK I finish to update, I'll update it :D...
Also, the map update too with no more zero division.
OK I finish to update, I'll update it :D...
Spoiler: news updates (Open)Download Link soon
Last edited by ibm5155 on Sat Mar 29, 2014 9:10 pm, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
- Niiro Kitsune
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
I realized I forgot to make some changes I really needed to, so there's a new update to v11... you'll have to redownload it, sorry -_-
EDIT: re-reedited
Spoiler: new changelog (Open)
EDIT: re-reedited
Last edited by Niiro Kitsune on Sun Mar 30, 2014 6:10 am, edited 1 time in total.
[quote=Niiro Kitsune]HOLA NACHO![/quote]
current maps
~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip) screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad
私はアメリカで生まれた
この世界のままにしておくと、それは思ったほど怖いではない
current maps
~ ZE23 - Byelomorye Dam for Zombie Horde (v14 current, v15 wip) screenshots
~ ZM19 - Chemical Facility for Zombie Horde (28%)
~ FX, a DOOM II 15-map wad
私はアメリカで生まれた
この世界のままにしておくと、それは思ったほど怖いではない
- Vincent(PDP)
- Forum Regular
- Posts: 527
- Joined: Thu Mar 14, 2013 7:35 pm
- Location: Sweden
- Clan: My DOOM site
- Clan Tag: <MDS>
- Contact:
RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
Want my source code? Sure here it is:Xsnake wrote:Vincent(PDP) wrote: I made an admin mod, yes, but i HAVEN'T USED any of your code, i made it all myself.Spoiler: (Open)Spoiler: (Open)
I doubt any rational person would believe that. Why aren't your sources available then ?
Also, next time you try to steal other people's work, make it look really different and don't just change the messages offsets or fonts.
IBM, did you fix the rain issue in your map ?
http://www.mydoomsite.com/WADS/ADMINACSv10.acs
I haven't stolen anything, the only thing i have "mimicked" from your source code is the Boolean (Bool IsAdmin[64];), to check if someone's admin, AND the menu layout... Yay.
And i usually want to keep my code private, that's why you pretty much can't find it anywhere.
But since you seem so upset about this (well atleast you seem upset to me...), I guess I'll have to find another way to show my achvs in pages.
Oh and btw, REALLY different?? There aren't so many layouts that you're able to do in zan.
I will try to fix another achv layout, if I even may use your code, if not it will be another layout anyway.
One more thing, i don't like stealing people's work, so i don't really do it unless they've permitted me.
If you consider that i stole your code for my Admin mod, then tell me what i need to change.
Last edited by Vincent(PDP) on Sun Mar 30, 2014 1:22 am, edited 1 time in total.
- ibm5155
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
that's a piece of cake thing to do, there's no need to copy and paste, just a simple logic use and tadaaah :D
EDIT:you may not copyed the admin acs (checked and almost all was different [just some strings were almost the same]) but, layout/structure copy would end in the same end, that's why Doom3 TC for Doom2 was canceled, because id guys didn't like they doing a representation that was almost exactly the same as the other game...
EDIT:you may not copyed the admin acs (checked and almost all was different [just some strings were almost the same]) but, layout/structure copy would end in the same end, that's why Doom3 TC for Doom2 was canceled, because id guys didn't like they doing a representation that was almost exactly the same as the other game...
Last edited by ibm5155 on Sun Mar 30, 2014 1:50 am, edited 1 time in total.
Projects
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
Cursed Maze: DONE, V2.0
Zombie Horde - ZM09 map update: [3/15/13]
Need help with English? Then you've come to the right place!
<this post is proof of "Decline">
- Vincent(PDP)
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RE: Zombie HORDE - The mappack project! (10 / r16) 03/18/2014
I don't wanna argue... Check my ADMIN code, and here's a little pic for you:
[spoiler]
[/spoiler]
[spoiler]

Last edited by Vincent(PDP) on Sun Mar 30, 2014 9:02 am, edited 1 time in total.