Search found 342 matches

by Barbie
Mon Jul 27, 2026 8:05 am
Forum: Server
Topic: Kicked by anyone without reason ? Post your story here.
Replies: 19
Views: 412104

Re: Dear Mr.P & Anna - stop kicking me without reason

annabella wrote: Sun Jul 26, 2026 6:56 pm to ask why here no admin.
Where is here?
by Barbie
Wed Jul 22, 2026 2:55 pm
Forum: Server
Topic: Kicked by anyone without reason ? Post your story here.
Replies: 19
Views: 412104

Re: Dear Mr.P & Anna - stop kicking me without reason

Mr.Prostate wrote: Wed Jul 22, 2026 2:33 pm unethical attitude
What? :lol:
In most cases I'm tolerant and often enough I left main server because of egoistic score-greedy and none team playing people there...
by Barbie
Wed Jul 08, 2026 1:01 pm
Forum: Maps
Topic: DOOM map conversions?
Replies: 58
Views: 4603685

Re: DOOM map conversions?

New version of NoProjectileZone (as a replacement for CloudZone).
by Barbie
Wed Jul 08, 2026 9:23 am
Forum: Maps
Topic: DOOM map conversions?
Replies: 58
Views: 4603685

Re: DOOM map conversions?

Map name pattern has changed... :geek:
by Barbie
Tue Jul 07, 2026 9:31 am
Forum: Maps
Topic: DOOM map conversions?
Replies: 58
Views: 4603685

Re: DOOM map conversions?

To avoid synchronous light flickering in start room, this topic on UT99.org may be worth a look.
by Barbie
Sun Jul 05, 2026 10:52 pm
Forum: Maps
Topic: DOOM map conversions?
Replies: 58
Views: 4603685

Re: DOOM map conversions?


They were supposed to hide projectiles, but not destroy inventory or kill pawns.
Could have been like this:
class NoProjectileZone expands ZoneInfo;

event ActorEntered(actor Other) {
// Destroys all projectiles except TranslocatorTargets
if (Projectile(Other) != None && TranslocatorTarget ...
by Barbie
Sun Jul 05, 2026 9:28 pm
Forum: Maps
Topic: DOOM map conversions?
Replies: 58
Views: 4603685

Re: DOOM map conversions?


But they work in a strange way (kill player) They even kill Spectators and destroys CTF flags. A custom version is highly recommended.

So I created custom MyCloudZone ... without compiling code. So your text code does nothing - it has to be translated into byte code by using one of the Compile ...
by Barbie
Wed Jul 01, 2026 8:42 pm
Forum: Maps
Topic: DOOM map conversions?
Replies: 58
Views: 4603685

Re: DOOM map conversions?

Something from server's log:

KeyMover MH-Geryon-test8.KeyMover1 (Function MH-Geryon-test8.KeyMover.PostBeginPlay:001F) 'Key' is not set
KeyMover MH-Geryon-test8.KeyMover2 (Function MH-Geryon-test8.KeyMover.PostBeginPlay:001F) 'Key' is not set

MH-Geryon-test8.MapPatcherSvr0.PS_State LOG_Info ...
by Barbie
Tue Jun 30, 2026 10:34 am
Forum: Maps
Topic: DOOM map conversions?
Replies: 58
Views: 4603685

Re: DOOM map conversions?

Your MyLight0 and MyLight1 still do not work on netplay, because

Lights attached to the door are subclassed as advised (with bStatic=false), but still not shown on net play
Use default ROLE_DumbProxy instead of ROLE_AutonomousProxy for RemoteRole.
And you have to change it for the existing ...
by Barbie
Tue Jun 30, 2026 10:12 am
Forum: Maps
Topic: DOOM map conversions?
Replies: 58
Views: 4603685

Re: DOOM map conversions?

Also I had no warnings about "lights in void"?
MapChecker: Actor placed out of map:
MapChecker: Light129
MapChecker: Light146
MapChecker: Light149 :lol: (see MapChecker on UT99.org .)

No sound is played unless there's still a mover (behind the wall) which plays it... Triggers don't seem to play ...