SamsaraHold Resurrection + Enhancer

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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Untitled
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RE: SamsaraHold - 0.11 - Feature Requests?

#101

Post by Untitled » Sat Aug 30, 2014 7:49 pm

So, many of you may know (and swore) about the Time Attack mode.

For those that don't, time attack mode initiates when you replay a mission in stronghold. In Time Attack mode, everything plays through as normal, except you have to do the mission timed.

I believe I'm in agreement with many when I say that this isn't fun.

So, I'm posting here to ask what are potential ideas we could use for replay mode (to keep things interesting on replay)?

EDIT: stoled the 100th reply
Last edited by Untitled on Sun Aug 31, 2014 2:51 pm, edited 1 time in total.
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<Untitled> this is a terrible idea
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<Untitled> So today I found out that stupidity is nested fractally
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RE: SamsaraHold - 0.11 - Feature Requests?

#102

Post by Espio » Sat Aug 30, 2014 8:33 pm

Different/random(To a degree, obviously nothing like Terminators on wave 1) monster waves perhaps?

Or waves with less monsters but only one specific hellspawn to come out. Obviously using that would require observing ammo counts and if there's really enough for the different/randomness and adjusting accordingly.
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RE: SamsaraHold - 0.11 - Feature Requests?

#103

Post by HexaDoken » Sun Aug 31, 2014 9:26 am

I've made a small mod for Stronghold sometime that makes it so that running out of time while in Time Attack doesn't instantly end mission. You don't get scores, but you at least get to finish it normally.

Just doing this little touch will do a lot of good, imo.

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RE: SamsaraHold - 0.11 - Feature Requests?

#104

Post by Untitled » Sun Aug 31, 2014 2:47 pm

HexaDoken wrote: I've made a small mod for Stronghold sometime that makes it so that running out of time while in Time Attack doesn't instantly end mission. You don't get scores, but you at least get to finish it normally.

Just doing this little touch will do a lot of good, imo.
Already been done - it's more that I want some reason to want to replay missions again - it'd be nice to see something new to the scene, especially since you've already beaten the mission; there should be something new awaiting you.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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RE: SamsaraHold - 0.11 - Feature Requests?

#105

Post by TehRealSalt » Thu Sep 04, 2014 8:41 pm

Look out, it's my dumb ideas!

How about this; entering a finished level's gate will give you a couple options, of which could be Replay, Time Attack, Overtime, Endless, and/or Challenge. Note that I'm not asking you to implement all of them, just one or two.

Replay will simply let you revisit the level as if you first played it.

For Time Attack, keep it but remove the time limit. As in, some kind of arcade-y mode where you aim for the best time but there's no penalties for doing it slower than par (par being the current time limit). Plus, you can ignore the timer altogether if you want. If possible, add something to save the best time, and place a check mark next to Time Attack if the par time was met. To bring more incentive to play Time Attack, you could add a doubled cash bonus if the par time is met.

Overtime is the same thing as normally replaying a level, but with a couple of super-deadly (relative to the mission's difficulty, of course) at the end.

Endless is the same level, but with all of the waves spawn one after another with no breaks. The game will not wait for you to kill the rest of a wave's enemies to spawn in more demons! Once the last wave finishes spawning its enemies, the game goes back to spawning the first round's enemies but now at a faster rate. Rinse and repeat. You gain good cash bonuses depending on how long you live (either based on how many times you had gone back to the first wave's spawning cycle or on a timer).

Lastly, there's Challenge. This mode ups the difficulty of the monsters in each wave, by having them all act as they do in Nightmare! mode (and playing in Nightmare! makes them even worse :eek: ), with all enemies getting a x2 speed boost for themselves and projectiles. However, money is doubled/tripled when you beat this mode!
Spoiler: improbable idea (Open)
I also have another idea, but I'm pretty certain it cannot happen. I'm just going to put it here anyways, but if it can't happen just ignore this.

Round Two (or Second Quest) is something really ambitious, and I'm not exactly sure if you're gonna be willing to do this. If this could be pulled off, then I feel like it'd add a lot more to the game.

Round Two puts you in an edited version of the level you picked, with an overall similar layout, but with tougher enemy list that take shorter paths to bases and other things added to the place to make it different. (ex: the flat ground on Earth has lots of boulders you cannot look over instead of being entirely flat) It could also have a slight theme change, so that they look more different. (ex: daytime level could potentially take place in nighttime instead)
Last edited by TehRealSalt on Thu Sep 04, 2014 8:47 pm, edited 1 time in total.

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RE: SamsaraHold - 0.11 - Feature Requests?

#106

Post by Espio » Thu Sep 04, 2014 9:21 pm

TehRealSalt wrote:Endless is the same level, but with all of the waves spawn one after another with no breaks. The game will not wait for you to kill the rest of a wave's enemies to spawn in more demons! Once the last wave finishes spawning its enemies, the game goes back to spawning the first round's enemies but now at a faster rate. Rinse and repeat. You gain good cash bonuses depending on how long you live (either based on how many times you had gone back to the first wave's spawning cycle or on a timer).
Now that sounds like my kind of thing.
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RE: SamsaraHold - 0.11 - Feature Requests?

#107

Post by Untitled » Fri Sep 05, 2014 2:46 am

TehRealSalt wrote: Look out, it's my dumb ideas!
Don't worry, I've probably had dumber.
TehRealSalt wrote: Replay will simply let you revisit the level as if you first played it.
That would be simplest, but eh, it feels bland to do that. Especially since there's the lights in the intermission map (red lights on a mission means not completed, yellow lights mean beaten, green is replay mode beaten), so I'm figuring something out.
TehRealSalt wrote: For Time Attack, keep it but remove the time limit. As in, some kind of arcade-y mode where you aim for the best time but there's no penalties for doing it slower than par (par being the current time limit). Plus, you can ignore the timer altogether if you want. If possible, add something to save the best time, and place a check mark next to Time Attack if the par time was met. To bring more incentive to play Time Attack, you could add a doubled cash bonus if the par time is met.
The par times no longer auto-fail you, so they've been shortened - but still there. You get a bonus of 10$ for each second below the par time your mission finishes. (you get nothing if you don't finish in time.)
TehRealSalt wrote: Overtime is the same thing as normally replaying a level, but with a couple of super-deadly (relative to the mission's difficulty, of course) at the end.
A couple of super-deadly what?
TehRealSalt wrote: Endless is the same level, but with all of the waves spawn one after another with no breaks. The game will not wait for you to kill the rest of a wave's enemies to spawn in more demons! Once the last wave finishes spawning its enemies, the game goes back to spawning the first round's enemies but now at a faster rate. Rinse and repeat. You gain good cash bonuses depending on how long you live (either based on how many times you had gone back to the first wave's spawning cycle or on a timer).
Heh, this has three problems: one is that coding is more straight-up impossible (which, tbh, is by far the biggest obstacle), two is that there's no way to complete it (as it's more arcade-y than anything else), which means earlier missions get excessively easy (and more importantly, boring) for money making three: monsters can't spawn much faster than 1/tic, and the spawn rate is already set to that at the start.
TehRealSalt wrote: Lastly, there's Challenge. This mode ups the difficulty of the monsters in each wave, by having them all act as they do in Nightmare! mode (and playing in Nightmare! makes them even worse :eek: ), with all enemies getting a x2 speed boost for themselves and projectiles. However, money is doubled/tripled when you beat this mode!
Problem is nightmare uses sv_fastmonsters, which is more hard-coded doom stuff, so I can't make a super-nightmare.

Also, fast monsters is a complete joke - finishing it is a task in hilarity, once pyrodemons show up (though mostly because you're be playing at 5SPF when they show up).
TehRealSalt wrote: I also have another idea, but I'm pretty certain it cannot happen. I'm just going to put it here anyways, but if it can't happen just ignore this.

Round Two (or Second Quest) is something really ambitious, and I'm not exactly sure if you're gonna be willing to do this. If this could be pulled off, then I feel like it'd add a lot more to the game.

Round Two puts you in an edited version of the level you picked, with an overall similar layout, but with tougher enemy list that take shorter paths to bases and other things added to the place to make it different. (ex: the flat ground on Earth has lots of boulders you cannot look over instead of being entirely flat) It could also have a slight theme change, so that they look more different. (ex: daytime level could potentially take place in nighttime instead)[/spoiler]
Yeah, issue is that involves creating a bunch of new maps, in addition to the fact generally speaking, monsters get stuck on terrain more often than players do (it's why making a clear monster path is imperative in a stronghold map).
I also don't know what mission you're referring to with the "flat ground on Earth".

HOWEVER, that idea was the closest out of the bunch you had to what I did.

UNLESS IT CHANGES (which it's probably not at this stage), the current plan for replays is HARD MODE.

HARD MODE makes three changes to the game.
One, the spawn rates are decreased from 1/tic to Random(0,1)/tic.
Two, the number of monsters (as well as health and ammo) is multiplied by 1.5.
Three, Additional (and usually much tougher) monsters (relative to the tier, of course) appear to ruin your day, such as Satyrs in Tier 1 Mission 1 Wave 1, or Hell Nobles in Tier 6 Mission 1 (everywhere), (3.5) or in some cases, entrances opening up earlier.
Last edited by Untitled on Fri Sep 05, 2014 2:48 am, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
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RE: SamsaraHold - 0.11 - Feature Requests?

#108

Post by TehRealSalt » Fri Sep 05, 2014 4:02 am

Untitled wrote:That would be simplest, but eh, it feels bland to do that.
I might have made it not obvious (one of my biggest concerns when writing!), but I meant if you added some sort of menu so that you could choose between a couple of these.
TehRealSalt wrote:entering a finished level's gate will give you a couple options, of which could be Replay, Time Attack, Overtime, Endless, and/or Challenge. Note that I'm not asking you to implement all of them, just one or two.
Yeah, now that I read that again I definitely did not make that clear enough.
Untitled wrote:two is that there's no way to complete it (as it's more arcade-y than anything else)
It was intended to be a arcade-y mode that'd end on failure. Probably should have stated qualifications for failure, as they could be a little more strict in that mode so that it's harder, like one-life only.
Untitled wrote: A couple of super-deadly what?
Whoops, some sort of dumb mistake always happens when I write a big post. "Super-deadly waves" is what I meant. It might be a little dumb doing the same mission again, but it also gives you the option of being able to redo your favorite mission without restarting the server but still having something different.
Untitled wrote:I also don't know what mission you're referring to with the "flat ground on Earth".
Tier 1, mission 1; that mission took place on Earth (If I recall correctly, but thinking about it now it might have been on Mars). It could really apply to any level that takes place in a flat, rocky area, though.
Untitled wrote: HARD MODE makes three changes to the game.
One, the spawn rates are decreased from 1/tic to Random(0,1)/tic.
Two, the number of monsters (as well as health and ammo) is multiplied by 1.5.
Three, Additional (and usually much tougher) monsters (relative to the tier, of course) appear to ruin your day, such as Satyrs in Tier 1 Mission 1 Wave 1, or Hell Nobles in Tier 6 Mission 1 (everywhere), (3.5) or in some cases, entrances opening up earlier.
Sounds great, can't wait for the update!

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RE: SamsaraHold - 0.11 - The Return of Hell

#109

Post by Untitled » Sun Sep 07, 2014 4:01 am

They're back. The Demons of Hell have finally returned. With a vengeance.

Hell's got you in check.

Time to put them in checkmate.


And with that, 0.11 is officially released, and the server is up. Most of the bugs are cleared up, so maybe by some miracle I won't need a B release. Probably not, though.

Changelog is in the OP as always.

Have fun, and report bugs to the thread, or if it's complicated, to the #samsara IRC channel.

Oh, and by the way, feel free to make feature requests; I'm pretty open about this stuff. I am very busy until late December, so don't expect the fastest response time, but I'll try to keep up.

And yeah, that aforementioned busyness is why I wanted to finish this now; I'm probably taking a developmental break from samsarahold for a couple months (not regarding any B releases, if stuff breaks and that stuff isn't "wtf zandronum").
Last edited by Untitled on Sun Sep 07, 2014 4:02 am, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
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RE: SamsaraHold - 0.11 - The Return of Hell

#110

Post by Ascertabus » Fri Sep 12, 2014 3:43 am

I'd play it more online if it wasn't so resource intensive and prone to crashing in multiplayer. Even just joining during the hub-map is prone to booting me out via computer shitting itself.
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RE: SamsaraHold - 0.11A - The Return of Hell

#111

Post by Untitled » Sat Sep 13, 2014 12:05 am

SexualSalamander wrote: I'd play it more online if it wasn't so resource intensive and prone to crashing in multiplayer. Even just joining during the hub-map is prone to booting me out via computer shitting itself.
Eh, resource intensiveness, while it is much higher than most other wads (I'm pretty sure just the map geometry and nothing else lags in a couple places, to say nothing of all the decorative actors), it's usually not so bad as to be unplayable. I'd know, I've removed the /worst/ of it.

As for being prone to crashing in multiplayer, read the FAQ.

Anyways, it's predictable routine, but 0.11a is out, to fix the last bunch of fixable bugs of 0.11 (random server packeting is not really something we can do much about, much to my dismay).
Last edited by Untitled on Sat Sep 13, 2014 5:30 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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RE: SamsaraHold - 0.11B - The Return of Hell

#112

Post by Untitled » Sat Sep 13, 2014 5:29 pm

...and after literally one day of server being up, it's time for 0.11B.

I'm good at stable releases

right
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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RE: SamsaraHold - 0.11C - The Return of Hell

#113

Post by Untitled » Sat Sep 20, 2014 5:08 pm

And yes, it's time for samsarahold 0.11C.

However, now I present to you, a new release from me: Stronghold MIDI Music!
Yeah, it's not particularly exciting.

Mostly, 0.11C fixes bugs.

HOPEFULLY this is the last one.

Have fun!
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

Untitled
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RE: SamsaraHold - 0.11C - The Return of Hell

#114

Post by Untitled » Sun Oct 05, 2014 4:53 pm

And this time, it's finally done.

0.11D is out.
New version of MIDI music is out too.

Server is up!

Development will probably not be going on for next three months (I'm busy), so have fun!
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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RE: SamsaraHold - 0.11E - The Return of Hell

#115

Post by Untitled » Sat Oct 11, 2014 9:27 pm

Alright, it's REALLY done. For real this time.

(barring, of course, game breaking bugs. Those seem to be happening a lot these days.)

Server is up, have fun.
Last edited by Untitled on Sat Oct 11, 2014 9:27 pm, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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RE: SamsaraHold - 0.11E - The Return of Hell

#116

Post by Phoenix7786 » Sat Nov 01, 2014 9:23 am

Is it just me or is the link to the code download re-directing to the core? I had to manually correct the address. I'm coming home this December, after my marriage. Looking so forward to doing this online :D

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RE: SamsaraHold - 0.11F - The Return of Hell

#117

Post by Untitled » Sat Nov 01, 2014 6:56 pm

Phoenix7786 wrote: Is it just me or is the link to the code download re-directing to the core? I had to manually correct the address. I'm coming home this December, after my marriage. Looking so forward to doing this online :D
Whoops!

Links fixed, new version out, HOPEFULLY this is the last one (probably not).

Have fun!
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

Untitled
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RE: SamsaraHold - 0.11G - The Return of Hell

#118

Post by Untitled » Sat Nov 01, 2014 10:52 pm

WELL NEVERMIND THEN GOD DAMMIT

VERSION 0.11 GG is out

GL HF
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

Ijon Tichy
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RE: SamsaraHold - 0.11G - The Return of Hell

#119

Post by Ijon Tichy » Sun Nov 02, 2014 1:17 am

yo
untitled

it's never going to be the last one

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RE: SamsaraHold - 0.11G - The Return of Hell

#120

Post by Untitled » Sun Nov 02, 2014 2:04 am

Ijon Tichy wrote: yo
untitled

it's never going to be the last one
Someday

I will like be responsible and acquire real life

It's just not today.
Last edited by Untitled on Sun Nov 02, 2014 2:04 am, edited 1 time in total.
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
Projects:
SamsaraHold http://zandronum.com/forum/showthread.php?tid=3053

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